Struct gfx::handle::Manager []

pub struct Manager<R> where R: Resources {
    // some fields omitted
}

Stores reference-counted resources used in a command buffer. Seals actual resource names behind the interface, automatically referencing them both by the Factory on resource creation and the Renderer during CommandBuffer population.

Methods

impl<R> Manager<R> where R: Resources

fn new() -> Manager<R>

Create a new handle manager

fn clear(&mut self)

Clear all references

fn extend(&mut self, other: &Manager<R>)

Extend with all references of another handle manager

fn count(&self) -> usize

Count the total number of referenced resources

fn ref_buffer(&mut self, handle: &'a RawBuffer<R>) -> &'a R::Buffer

Reference a buffer

fn ref_shader(&mut self, handle: &'a Shader<R>) -> &'a R::Shader

Reference a shader

fn ref_program(&mut self, handle: &'a Program<R>) -> &'a R::Program

Reference a program

fn ref_pso(&mut self, handle: &'a RawPipelineState<R>) -> (&'a R::PipelineStateObject, &'a R::Program)

Reference a pipeline state object

fn ref_texture(&mut self, handle: &'a RawTexture<R>) -> &'a R::Texture

Reference a texture

fn ref_srv(&mut self, handle: &'a RawShaderResourceView<R>) -> &'a R::ShaderResourceView

Reference a shader resource view

fn ref_uav(&mut self, handle: &'a RawUnorderedAccessView<R>) -> &'a R::UnorderedAccessView

Reference an unordered access view

fn ref_rtv(&mut self, handle: &'a RawRenderTargetView<R>) -> &'a R::RenderTargetView

Reference an RTV

fn ref_dsv(&mut self, handle: &'a RawDepthStencilView<R>) -> &'a R::DepthStencilView

Reference a DSV

fn ref_sampler(&mut self, handle: &'a Sampler<R>) -> &'a R::Sampler

Reference a sampler

fn ref_fence(&mut self, fence: &'a Fence<R>) -> &'a R::Fence

Reference a fence

Trait Implementations

impl<R> Producer<R> for Manager<R> where R: Resources

fn make_buffer(&mut self, res: R::Buffer, info: BufferInfo) -> RawBuffer<R>

fn make_shader(&mut self, res: R::Shader) -> Shader<R>

fn make_program(&mut self, res: R::Program, info: ProgramInfo) -> Program<R>

fn make_pso(&mut self, res: R::PipelineStateObject, program: &Program<R>) -> RawPipelineState<R>

fn make_texture(&mut self, res: R::Texture, desc: Descriptor) -> RawTexture<R>

fn make_buffer_srv(&mut self, res: R::ShaderResourceView, buf: &RawBuffer<R>) -> RawShaderResourceView<R>

fn make_texture_srv(&mut self, res: R::ShaderResourceView, tex: &RawTexture<R>) -> RawShaderResourceView<R>

fn make_buffer_uav(&mut self, res: R::UnorderedAccessView, buf: &RawBuffer<R>) -> RawUnorderedAccessView<R>

fn make_texture_uav(&mut self, res: R::UnorderedAccessView, tex: &RawTexture<R>) -> RawUnorderedAccessView<R>

fn make_rtv(&mut self, res: R::RenderTargetView, tex: &RawTexture<R>, dim: (u16, u16, u16, AaMode)) -> RawRenderTargetView<R>

fn make_dsv(&mut self, res: R::DepthStencilView, tex: &RawTexture<R>, dim: (u16, u16, u16, AaMode)) -> RawDepthStencilView<R>

fn make_sampler(&mut self, res: R::Sampler, info: SamplerInfo) -> Sampler<R>

fn make_fence(&mut self, res: R::Fence) -> Fence<R>

fn clean_with<T, A, B, C, D, E, F, G, H, I, J, K>(&mut self, param: &mut T, fa: A, fb: B, fc: C, fd: D, fe: E, ff: F, fg: G, fh: H, fi: I, fj: J, fk: K) where A: Fn(&mut T, &R::Buffer) -> (), B: Fn(&mut T, &R::Shader) -> (), C: Fn(&mut T, &R::Program) -> (), D: Fn(&mut T, &R::PipelineStateObject) -> (), E: Fn(&mut T, &R::Texture) -> (), F: Fn(&mut T, &R::ShaderResourceView) -> (), G: Fn(&mut T, &R::UnorderedAccessView) -> (), H: Fn(&mut T, &R::RenderTargetView) -> (), I: Fn(&mut T, &R::DepthStencilView) -> (), J: Fn(&mut T, &R::Sampler) -> (), K: Fn(&mut T, &R::Fence) -> ()

Walk through all the handles, keep ones that are reference elsewhere and call the provided delete function (resource-specific) for others Read more