Trait gfx::Factory []

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 { ... }
}

A Factory is responsible for creating and managing resources for the context it was created with.

Construction and Handling

A Factory is typically created along with other objects using a helper function of the appropriate gfx_window module (e.g. gfx_window_glutin::init()).

This factory structure can then be used to create and manage different resources, like buffers, shader programs and textures. See the individual methods for more information.

Also see the FactoryExt trait inside the gfx module for additional methods.

Associated Types

type Mapper: Raw + Clone

Associated mapper type

Required Methods

fn get_capabilities(&self) -> &Capabilities

Returns the capabilities of this Factory. This usually depends on the graphics API being used.

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>

Creates a new RawPipelineState. To create a safely typed PipelineState, see the FactoryExt trait and pso module, both in the gfx crate.

fn create_program(&mut self, shader_set: &ShaderSet<R>) -> Result<Program<R>, String>

Creates a new shader Program for the supplied ShaderSet.

fn create_shader(&mut self, stage: Stage, code: &[u8]) -> Result<Shader<R>, CreateShaderError>

Compiles a shader source into a Shader object that can be used to create a shader Program.

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, ...

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>

Provided Methods

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>

Compiles a VertexShader from source.

fn create_shader_geometry(&mut self, code: &[u8]) -> Result<GeometryShader<R>, CreateShaderError>

Compiles a GeometryShader from source.

fn create_shader_pixel(&mut self, code: &[u8]) -> Result<PixelShader<R>, CreateShaderError>

Compiles a PixelShader from source. This is the same as what some APIs call a fragment shader.

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

Implementors