Trait gfx::Factory
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pub trait Factory<R> where R: Resources { type Mapper: Raw + Clone; fn get_capabilities(&self) -> &Capabilities; fn create_buffer_raw(&mut self, BufferInfo) -> Result<RawBuffer<R>, BufferError>; fn create_buffer_const_raw(&mut self, data: &[u8], stride: usize, BufferRole, Bind) -> Result<RawBuffer<R>, BufferError>; fn create_pipeline_state_raw(&mut self, &Program<R>, &Descriptor) -> Result<RawPipelineState<R>, CreationError>; fn create_program(&mut self, shader_set: &ShaderSet<R>) -> Result<Program<R>, String>; fn create_shader(&mut self, stage: Stage, code: &[u8]) -> Result<Shader<R>, CreateShaderError>; fn create_sampler(&mut self, SamplerInfo) -> Sampler<R>; fn map_buffer_raw(&mut self, &RawBuffer<R>, MapAccess) -> Self::Mapper; fn unmap_buffer_raw(&mut self, Self::Mapper); fn map_buffer_readable<T>(&mut self, &Buffer<R, T>) -> Readable<T, R, Self> where T: Copy; fn map_buffer_writable<T>(&mut self, &Buffer<R, T>) -> Writable<T, R, Self> where T: Copy; fn map_buffer_rw<T>(&mut self, &Buffer<R, T>) -> RW<T, R, Self> where T: Copy; fn create_texture_raw(&mut self, Descriptor, Option<ChannelType>, Option<&[&[u8]]>) -> Result<RawTexture<R>, Error>; fn view_buffer_as_shader_resource_raw(&mut self, &RawBuffer<R>) -> Result<RawShaderResourceView<R>, ResourceViewError>; fn view_buffer_as_unordered_access_raw(&mut self, &RawBuffer<R>) -> Result<RawUnorderedAccessView<R>, ResourceViewError>; fn view_texture_as_shader_resource_raw(&mut self, &RawTexture<R>, ResourceDesc) -> Result<RawShaderResourceView<R>, ResourceViewError>; fn view_texture_as_unordered_access_raw(&mut self, &RawTexture<R>) -> Result<RawUnorderedAccessView<R>, ResourceViewError>; fn view_texture_as_render_target_raw(&mut self, &RawTexture<R>, RenderDesc) -> Result<RawRenderTargetView<R>, TargetViewError>; fn view_texture_as_depth_stencil_raw(&mut self, &RawTexture<R>, DepthStencilDesc) -> Result<RawDepthStencilView<R>, TargetViewError>; fn create_buffer_const<T>(&mut self, data: &[T], role: BufferRole, bind: Bind) -> Result<Buffer<R, T>, BufferError> where T: Copy { ... } fn create_buffer_dynamic<T>(&mut self, num: usize, role: BufferRole, bind: Bind) -> Result<Buffer<R, T>, BufferError> { ... } fn create_buffer_staging<T>(&mut self, num: usize, role: BufferRole, bind: Bind, map: MapAccess) -> Result<Buffer<R, T>, BufferError> { ... } fn create_shader_vertex(&mut self, code: &[u8]) -> Result<VertexShader<R>, CreateShaderError> { ... } fn create_shader_geometry(&mut self, code: &[u8]) -> Result<GeometryShader<R>, CreateShaderError> { ... } fn create_shader_pixel(&mut self, code: &[u8]) -> Result<PixelShader<R>, CreateShaderError> { ... } fn create_texture<S>(&mut self, kind: Kind, levels: u8, bind: Bind, usage: Usage, channel_hint: Option<ChannelType>) -> Result<Texture<R, S>, Error> where S: SurfaceTyped { ... } fn view_buffer_as_shader_resource<T>(&mut self, buf: &Buffer<R, T>) -> Result<ShaderResourceView<R, T>, ResourceViewError> { ... } fn view_buffer_as_unordered_access<T>(&mut self, buf: &Buffer<R, T>) -> Result<UnorderedAccessView<R, T>, ResourceViewError> { ... } fn view_texture_as_shader_resource<T>(&mut self, tex: &Texture<R, T::Surface>, levels: (u8, u8), swizzle: Swizzle) -> Result<ShaderResourceView<R, T::View>, ResourceViewError> where T: TextureFormat { ... } fn view_texture_as_unordered_access<T>(&mut self, tex: &Texture<R, T::Surface>) -> Result<UnorderedAccessView<R, T::View>, ResourceViewError> where T: TextureFormat { ... } fn view_texture_as_render_target<T>(&mut self, tex: &Texture<R, T::Surface>, level: u8, layer: Option<u16>) -> Result<RenderTargetView<R, T>, TargetViewError> where T: RenderFormat { ... } fn view_texture_as_depth_stencil<T>(&mut self, tex: &Texture<R, T::Surface>, level: u8, layer: Option<u16>, flags: DepthStencilFlags) -> Result<DepthStencilView<R, T>, TargetViewError> where T: DepthFormat { ... } fn view_texture_as_depth_stencil_trivial<T>(&mut self, tex: &Texture<R, T::Surface>) -> Result<DepthStencilView<R, T>, TargetViewError> where T: DepthFormat { ... } fn create_texture_const_u8<T>(&mut self, kind: Kind, data: &[&[u8]]) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>), CombinedError> where T: TextureFormat { ... } fn create_texture_const<T>(&mut self, kind: Kind, data: &[&[T::Surface::DataType]]) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>), CombinedError> where T: TextureFormat { ... } fn create_render_target<T>(&mut self, width: u16, height: u16) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>, RenderTargetView<R, T>), CombinedError> where T: TextureFormat + RenderFormat { ... } fn create_depth_stencil<T>(&mut self, width: u16, height: u16) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>, DepthStencilView<R, T>), CombinedError> where T: DepthFormat + TextureFormat { ... } fn create_depth_stencil_view_only<T>(&mut self, width: u16, height: u16) -> Result<DepthStencilView<R, T>, CombinedError> where T: DepthFormat + TextureFormat { ... } }
Associated Types
Required Methods
fn get_capabilities(&self) -> &Capabilities
Returns the capabilities available to the specific API implementation
fn create_buffer_raw(&mut self, BufferInfo) -> Result<RawBuffer<R>, BufferError>
fn create_buffer_const_raw(&mut self, data: &[u8], stride: usize, BufferRole, Bind) -> Result<RawBuffer<R>, BufferError>
fn create_pipeline_state_raw(&mut self, &Program<R>, &Descriptor) -> Result<RawPipelineState<R>, CreationError>
fn create_program(&mut self, shader_set: &ShaderSet<R>) -> Result<Program<R>, String>
fn create_shader(&mut self, stage: Stage, code: &[u8]) -> Result<Shader<R>, CreateShaderError>
fn create_sampler(&mut self, SamplerInfo) -> Sampler<R>
fn map_buffer_raw(&mut self, &RawBuffer<R>, MapAccess) -> Self::Mapper
fn unmap_buffer_raw(&mut self, Self::Mapper)
fn map_buffer_readable<T>(&mut self, &Buffer<R, T>) -> Readable<T, R, Self> where T: Copy
fn map_buffer_writable<T>(&mut self, &Buffer<R, T>) -> Writable<T, R, Self> where T: Copy
fn map_buffer_rw<T>(&mut self, &Buffer<R, T>) -> RW<T, R, Self> where T: Copy
fn create_texture_raw(&mut self, Descriptor, Option<ChannelType>, Option<&[&[u8]]>) -> Result<RawTexture<R>, Error>
Create a new empty raw texture with no data. The channel type parameter is a hint, required to assist backends that have no concept of typeless formats (OpenGL). The initial data, if given, has to be provided for all mip levels and slices: Slice0.Mip0, Slice0.Mip1, ..., Slice1.Mip0, ...