pub struct ShaderLoader;Expand description
Default implementation for shader loading.
Trait Implementations§
Source§impl ResourceLoader for ShaderLoader
impl ResourceLoader for ShaderLoader
Source§fn extensions(&self) -> &[&str]
fn extensions(&self) -> &[&str]
Returns a list of file extensions supported by the loader. Resource manager will use this list
to pick the correct resource loader when the user requests a resource.
Source§fn data_type_uuid(&self) -> Uuid
fn data_type_uuid(&self) -> Uuid
Must return a type uuid of the resource data type.
Source§fn load(&self, path: PathBuf, io: Arc<dyn ResourceIo>) -> BoxedLoaderFuture
fn load(&self, path: PathBuf, io: Arc<dyn ResourceIo>) -> BoxedLoaderFuture
Loads or reloads a resource.
Source§fn is_native_extension(&self, ext: &str) -> bool
fn is_native_extension(&self, ext: &str) -> bool
Returns
true if the given extension corresponds to a resource in the native file format.
The default implementation returns false, which assumes that the extension corresponds
to a foreign file format.Source§fn supports_extension(&self, ext: &str) -> bool
fn supports_extension(&self, ext: &str) -> bool
Checks if the given extension is supported by this loader. Comparison is case-insensitive.
Source§fn convert(
&self,
src_path: PathBuf,
dest_path: PathBuf,
platform: TargetPlatform,
io: Arc<dyn ResourceIo>,
) -> Pin<Box<dyn Future<Output = Result<(), FileError>>>>
fn convert( &self, src_path: PathBuf, dest_path: PathBuf, platform: TargetPlatform, io: Arc<dyn ResourceIo>, ) -> Pin<Box<dyn Future<Output = Result<(), FileError>>>>
Loads a resource from the given path and converts it to a format, that is the most efficient
fot the given platform. This method is usually used to convert resources for production builds;
to make the resources as efficient as possible for the given platform. This method saves the
converted resource to the given
dest_path. If the resource is already in its final form,
then this method should just copy the file from src_path to dest_path.Source§fn try_load_import_settings(
&self,
resource_path: PathBuf,
io: Arc<dyn ResourceIo>,
) -> Pin<Box<dyn Future<Output = Option<Box<dyn BaseImportOptions>>>>>
fn try_load_import_settings( &self, resource_path: PathBuf, io: Arc<dyn ResourceIo>, ) -> Pin<Box<dyn Future<Output = Option<Box<dyn BaseImportOptions>>>>>
Tries to load import settings for a resource.
Source§fn default_import_options(&self) -> Option<Box<dyn BaseImportOptions>>
fn default_import_options(&self) -> Option<Box<dyn BaseImportOptions>>
Returns default import options for the resource.
Auto Trait Implementations§
impl Freeze for ShaderLoader
impl RefUnwindSafe for ShaderLoader
impl Send for ShaderLoader
impl Sync for ShaderLoader
impl Unpin for ShaderLoader
impl UnwindSafe for ShaderLoader
Blanket Implementations§
Source§impl<T> AsyncTaskResult for T
impl<T> AsyncTaskResult for T
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T, U> ObjectOrVariant<T> for Uwhere
PhantomData<U>: ObjectOrVariantHelper<T, U>,
impl<T, U> ObjectOrVariant<T> for Uwhere
PhantomData<U>: ObjectOrVariantHelper<T, U>,
Source§impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
impl<SS, SP> SupersetOf<SS> for SPwhere
SS: SubsetOf<SP>,
Source§fn to_subset(&self) -> Option<SS>
fn to_subset(&self) -> Option<SS>
The inverse inclusion map: attempts to construct
self from the equivalent element of its
superset. Read moreSource§fn is_in_subset(&self) -> bool
fn is_in_subset(&self) -> bool
Checks if
self is actually part of its subset T (and can be converted to it).Source§fn to_subset_unchecked(&self) -> SS
fn to_subset_unchecked(&self) -> SS
Use with care! Same as
self.to_subset but without any property checks. Always succeeds.Source§fn from_subset(element: &SS) -> SP
fn from_subset(element: &SS) -> SP
The inclusion map: converts
self to the equivalent element of its superset.