Struct gfx::handle::Manager
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pub struct Manager<R> where
R: Resources, { /* 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,
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R: Resources,
fn new() -> Manager<R>
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Create a new handle manager
fn clear(&mut self)
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Clear all references
fn extend(&mut self, other: &Manager<R>)
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Extend with all references of another handle manager
fn count(&self) -> usize
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Count the total number of referenced resources
fn ref_buffer(
&mut self,
handle: &'a RawBuffer<R>
) -> &'a <R as Resources>::Buffer
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&mut self,
handle: &'a RawBuffer<R>
) -> &'a <R as Resources>::Buffer
Reference a buffer
fn ref_shader(&mut self, handle: &'a Shader<R>) -> &'a <R as Resources>::Shader
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Reference a shader
fn ref_program(
&mut self,
handle: &'a Program<R>
) -> &'a <R as Resources>::Program
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&mut self,
handle: &'a Program<R>
) -> &'a <R as Resources>::Program
Reference a program
fn ref_pso(
&mut self,
handle: &'a RawPipelineState<R>
) -> (&'a <R as Resources>::PipelineStateObject, &'a <R as Resources>::Program)
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&mut self,
handle: &'a RawPipelineState<R>
) -> (&'a <R as Resources>::PipelineStateObject, &'a <R as Resources>::Program)
Reference a pipeline state object
fn ref_texture(
&mut self,
handle: &'a RawTexture<R>
) -> &'a <R as Resources>::Texture
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&mut self,
handle: &'a RawTexture<R>
) -> &'a <R as Resources>::Texture
Reference a texture
fn ref_srv(
&mut self,
handle: &'a RawShaderResourceView<R>
) -> &'a <R as Resources>::ShaderResourceView
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&mut self,
handle: &'a RawShaderResourceView<R>
) -> &'a <R as Resources>::ShaderResourceView
Reference a shader resource view
fn ref_uav(
&mut self,
handle: &'a RawUnorderedAccessView<R>
) -> &'a <R as Resources>::UnorderedAccessView
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&mut self,
handle: &'a RawUnorderedAccessView<R>
) -> &'a <R as Resources>::UnorderedAccessView
Reference an unordered access view
fn ref_rtv(
&mut self,
handle: &'a RawRenderTargetView<R>
) -> &'a <R as Resources>::RenderTargetView
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&mut self,
handle: &'a RawRenderTargetView<R>
) -> &'a <R as Resources>::RenderTargetView
Reference an RTV
fn ref_dsv(
&mut self,
handle: &'a RawDepthStencilView<R>
) -> &'a <R as Resources>::DepthStencilView
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&mut self,
handle: &'a RawDepthStencilView<R>
) -> &'a <R as Resources>::DepthStencilView
Reference a DSV
fn ref_sampler(
&mut self,
handle: &'a Sampler<R>
) -> &'a <R as Resources>::Sampler
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&mut self,
handle: &'a Sampler<R>
) -> &'a <R as Resources>::Sampler
Reference a sampler
fn ref_fence(&mut self, fence: &'a Fence<R>) -> &'a <R as Resources>::Fence
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Reference a fence
Trait Implementations
impl<R> Debug for Manager<R> where
R: Resources + Debug,
<R as Resources>::Shader: Debug,
<R as Resources>::PipelineStateObject: Debug,
<R as Resources>::ShaderResourceView: Debug,
<R as Resources>::UnorderedAccessView: Debug,
<R as Resources>::RenderTargetView: Debug,
<R as Resources>::DepthStencilView: Debug,
<R as Resources>::Sampler: Debug,
<R as Resources>::Fence: Debug,
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R: Resources + Debug,
<R as Resources>::Shader: Debug,
<R as Resources>::PipelineStateObject: Debug,
<R as Resources>::ShaderResourceView: Debug,
<R as Resources>::UnorderedAccessView: Debug,
<R as Resources>::RenderTargetView: Debug,
<R as Resources>::DepthStencilView: Debug,
<R as Resources>::Sampler: Debug,
<R as Resources>::Fence: Debug,