Struct gfx_device_gl::CommandBuffer
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pub struct CommandBuffer { pub buf: Vec<Command>, pub data: DataBuffer, // some fields omitted }
Fields
buf: Vec<Command>
data: DataBuffer
Methods
impl CommandBuffer
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fn new(fbo: FrameBuffer) -> CommandBuffer
Trait Implementations
impl CommandBuffer<Resources> for CommandBuffer
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fn clone_empty(&self) -> CommandBuffer
Clone as an empty buffer
fn reset(&mut self)
Reset the command buffer contents, retain the allocated storage
fn bind_pipeline_state(&mut self, pso: PipelineState)
Bind a pipeline state object
fn bind_vertex_buffers(&mut self, vbs: VertexBufferSet<Resources>)
Bind a complete set of vertex buffers
fn bind_constant_buffers(&mut self, cbs: &[ConstantBufferParam<Resources>])
Bind a complete set of constant buffers
fn bind_global_constant(&mut self, loc: Location, value: UniformValue)
Bind a global constant
fn bind_resource_views(&mut self, srvs: &[ResourceViewParam<Resources>])
Bind a complete set of shader resource views
fn bind_unordered_views(&mut self, uavs: &[UnorderedViewParam<Resources>])
Bind a complete set of unordered access views
fn bind_samplers(&mut self, ss: &[SamplerParam<Resources>])
Bind a complete set of samplers
fn bind_pixel_targets(&mut self, pts: PixelTargetSet<Resources>)
Bind a complete set of pixel targets, including multiple colors views and an optional depth/stencil view. Read more
fn bind_index(&mut self, buf: Buffer, itype: IndexType)
Bind an index buffer
fn set_scissor(&mut self, rect: Rect)
Set scissor rectangle
fn set_ref_values(&mut self, rv: RefValues)
Set reference values for the blending and stencil front/back
fn update_buffer(&mut self, buf: Buffer, data: &[u8], offset_bytes: usize)
Update a vertex/index/uniform buffer
fn update_texture(&mut self, ntex: NewTexture, kind: Kind, face: Option<CubeFace>, data: &[u8], img: RawImageInfo)
Update a texture
fn generate_mipmap(&mut self, srv: ResourceView)
fn clear_color(&mut self, target: TargetView, value: ClearColor)
Clear color target
fn clear_depth_stencil(&mut self, target: TargetView, depth: Option<Depth>, stencil: Option<Stencil>)
fn call_draw(&mut self, start: VertexCount, count: VertexCount, instances: InstanceOption)
Draw a primitive
fn call_draw_indexed(&mut self, start: VertexCount, count: VertexCount, base: VertexCount, instances: InstanceOption)
Draw a primitive with index buffer