Struct gfx_gtk::GfxContext [−][src]
pub struct GfxContext<D, F> where
D: Device,
F: Factory<D::Resources>, { pub device: D, pub factory: F, pub encoder: Encoder<D::Resources, D::CommandBuffer>, }
A container for a GL device and factory, with a convenience encoder ready to use. Typically, it will be specialised, including a GlDevice and GlFactory
Fields
device: D
GFX device
factory: F
GFX factory
encoder: Encoder<D::Resources, D::CommandBuffer>
Convenience encoder, other encoders can be used by the library client when appropriate
Methods
impl<D, F> GfxContext<D, F> where
D: Device,
F: Factory<D::Resources>,
[src]
impl<D, F> GfxContext<D, F> where
D: Device,
F: Factory<D::Resources>,
pub fn create_msaa_pipeline_state<I: PipelineInit>(
&mut self,
aa: AaMode,
vertex_shader: &[u8],
pixel_shader: &[u8],
init: I
) -> Result<PipelineState<D::Resources, I::Meta>, PipelineStateError<String>>
[src]
pub fn create_msaa_pipeline_state<I: PipelineInit>(
&mut self,
aa: AaMode,
vertex_shader: &[u8],
pixel_shader: &[u8],
init: I
) -> Result<PipelineState<D::Resources, I::Meta>, PipelineStateError<String>>
creates a Gfx PSO given a vertex/pixel shader pair. The PSO will contain a MSAA-enabled rasterizer if AaMode is Multi(_)
impl<D, F> GfxContext<D, F> where
D: Device,
F: Factory<D::Resources>,
[src]
impl<D, F> GfxContext<D, F> where
D: Device,
F: Factory<D::Resources>,
Auto Trait Implementations
impl<D, F> Send for GfxContext<D, F> where
D: Send,
F: Send,
<<D as Device>::Resources as Resources>::Buffer: Send + Sync,
<D as Device>::CommandBuffer: Send,
<<D as Device>::Resources as Resources>::DepthStencilView: Send + Sync,
<<D as Device>::Resources as Resources>::Fence: Send + Sync,
<<D as Device>::Resources as Resources>::Mapping: Send,
<<D as Device>::Resources as Resources>::PipelineStateObject: Send + Sync,
<<D as Device>::Resources as Resources>::Program: Send + Sync,
<<D as Device>::Resources as Resources>::RenderTargetView: Send + Sync,
<D as Device>::Resources: Resources,
<<D as Device>::Resources as Resources>::Sampler: Send + Sync,
<<D as Device>::Resources as Resources>::Shader: Send + Sync,
<<D as Device>::Resources as Resources>::ShaderResourceView: Send + Sync,
<<D as Device>::Resources as Resources>::Texture: Send + Sync,
<<D as Device>::Resources as Resources>::UnorderedAccessView: Send + Sync,
impl<D, F> Send for GfxContext<D, F> where
D: Send,
F: Send,
<<D as Device>::Resources as Resources>::Buffer: Send + Sync,
<D as Device>::CommandBuffer: Send,
<<D as Device>::Resources as Resources>::DepthStencilView: Send + Sync,
<<D as Device>::Resources as Resources>::Fence: Send + Sync,
<<D as Device>::Resources as Resources>::Mapping: Send,
<<D as Device>::Resources as Resources>::PipelineStateObject: Send + Sync,
<<D as Device>::Resources as Resources>::Program: Send + Sync,
<<D as Device>::Resources as Resources>::RenderTargetView: Send + Sync,
<D as Device>::Resources: Resources,
<<D as Device>::Resources as Resources>::Sampler: Send + Sync,
<<D as Device>::Resources as Resources>::Shader: Send + Sync,
<<D as Device>::Resources as Resources>::ShaderResourceView: Send + Sync,
<<D as Device>::Resources as Resources>::Texture: Send + Sync,
<<D as Device>::Resources as Resources>::UnorderedAccessView: Send + Sync,
impl<D, F> Sync for GfxContext<D, F> where
D: Sync,
F: Sync,
<<D as Device>::Resources as Resources>::Buffer: Send + Sync,
<D as Device>::CommandBuffer: Sync,
<<D as Device>::Resources as Resources>::DepthStencilView: Send + Sync,
<<D as Device>::Resources as Resources>::Fence: Send + Sync,
<<D as Device>::Resources as Resources>::Mapping: Send,
<<D as Device>::Resources as Resources>::PipelineStateObject: Send + Sync,
<<D as Device>::Resources as Resources>::Program: Send + Sync,
<<D as Device>::Resources as Resources>::RenderTargetView: Send + Sync,
<D as Device>::Resources: Resources,
<<D as Device>::Resources as Resources>::Sampler: Send + Sync,
<<D as Device>::Resources as Resources>::Shader: Send + Sync,
<<D as Device>::Resources as Resources>::ShaderResourceView: Send + Sync,
<<D as Device>::Resources as Resources>::Texture: Send + Sync,
<<D as Device>::Resources as Resources>::UnorderedAccessView: Send + Sync,
impl<D, F> Sync for GfxContext<D, F> where
D: Sync,
F: Sync,
<<D as Device>::Resources as Resources>::Buffer: Send + Sync,
<D as Device>::CommandBuffer: Sync,
<<D as Device>::Resources as Resources>::DepthStencilView: Send + Sync,
<<D as Device>::Resources as Resources>::Fence: Send + Sync,
<<D as Device>::Resources as Resources>::Mapping: Send,
<<D as Device>::Resources as Resources>::PipelineStateObject: Send + Sync,
<<D as Device>::Resources as Resources>::Program: Send + Sync,
<<D as Device>::Resources as Resources>::RenderTargetView: Send + Sync,
<D as Device>::Resources: Resources,
<<D as Device>::Resources as Resources>::Sampler: Send + Sync,
<<D as Device>::Resources as Resources>::Shader: Send + Sync,
<<D as Device>::Resources as Resources>::ShaderResourceView: Send + Sync,
<<D as Device>::Resources as Resources>::Texture: Send + Sync,
<<D as Device>::Resources as Resources>::UnorderedAccessView: Send + Sync,