Struct gfx_window_sdl::Factory
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pub struct Factory { /* fields omitted */ }
GL resource factory.
Methods
impl Factory
fn new(share: Rc<Share>) -> Factory
Create a new Factory
.
fn create_command_buffer(&mut self) -> CommandBuffer
Trait Implementations
impl Factory<Resources> for Factory
fn get_capabilities(&self) -> &Capabilities
fn create_buffer_raw(&mut self,
info: Info)
-> Result<RawBuffer<Resources>, CreationError>
info: Info)
-> Result<RawBuffer<Resources>, CreationError>
fn create_buffer_immutable_raw(&mut self,
data: &[u8],
stride: usize,
role: Role,
bind: Bind)
-> Result<RawBuffer<Resources>, CreationError>
data: &[u8],
stride: usize,
role: Role,
bind: Bind)
-> Result<RawBuffer<Resources>, CreationError>
fn create_shader(&mut self,
stage: Stage,
code: &[u8])
-> Result<Shader<Resources>, CreateShaderError>
stage: Stage,
code: &[u8])
-> Result<Shader<Resources>, CreateShaderError>
fn create_program(&mut self,
shader_set: &ShaderSet<Resources>)
-> Result<Program<Resources>, String>
shader_set: &ShaderSet<Resources>)
-> Result<Program<Resources>, String>
fn create_pipeline_state_raw(&mut self,
program: &Program<Resources>,
desc: &Descriptor)
-> Result<RawPipelineState<Resources>, CreationError>
program: &Program<Resources>,
desc: &Descriptor)
-> Result<RawPipelineState<Resources>, CreationError>
fn create_texture_raw(&mut self,
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<&[&[u8]]>)
-> Result<RawTexture<Resources>, CreationError>
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<&[&[u8]]>)
-> Result<RawTexture<Resources>, CreationError>
fn view_buffer_as_shader_resource_raw(&mut self,
hbuf: &RawBuffer<Resources>)
-> Result<RawShaderResourceView<Resources>, ResourceViewError>
hbuf: &RawBuffer<Resources>)
-> Result<RawShaderResourceView<Resources>, ResourceViewError>
fn view_buffer_as_unordered_access_raw(&mut self,
_hbuf: &RawBuffer<Resources>)
-> Result<RawUnorderedAccessView<Resources>, ResourceViewError>
_hbuf: &RawBuffer<Resources>)
-> Result<RawUnorderedAccessView<Resources>, ResourceViewError>
fn view_texture_as_shader_resource_raw(&mut self,
htex: &RawTexture<Resources>,
_desc: ResourceDesc)
-> Result<RawShaderResourceView<Resources>, ResourceViewError>
htex: &RawTexture<Resources>,
_desc: ResourceDesc)
-> Result<RawShaderResourceView<Resources>, ResourceViewError>
fn view_texture_as_unordered_access_raw(&mut self,
_htex: &RawTexture<Resources>)
-> Result<RawUnorderedAccessView<Resources>, ResourceViewError>
_htex: &RawTexture<Resources>)
-> Result<RawUnorderedAccessView<Resources>, ResourceViewError>
fn view_texture_as_render_target_raw(&mut self,
htex: &RawTexture<Resources>,
desc: RenderDesc)
-> Result<RawRenderTargetView<Resources>, TargetViewError>
htex: &RawTexture<Resources>,
desc: RenderDesc)
-> Result<RawRenderTargetView<Resources>, TargetViewError>
fn view_texture_as_depth_stencil_raw(&mut self,
htex: &RawTexture<Resources>,
desc: DepthStencilDesc)
-> Result<RawDepthStencilView<Resources>, TargetViewError>
htex: &RawTexture<Resources>,
desc: DepthStencilDesc)
-> Result<RawDepthStencilView<Resources>, TargetViewError>
fn create_sampler(&mut self, info: SamplerInfo) -> Sampler<Resources>
fn read_mapping<T>(&'a mut self,
buf: &'b Buffer<Resources, T>)
-> Result<Reader<'b, Resources, T>, Error> where T: Copy
buf: &'b Buffer<Resources, T>)
-> Result<Reader<'b, Resources, T>, Error> where T: Copy
fn write_mapping<T>(&'a mut self,
buf: &'b Buffer<Resources, T>)
-> Result<Writer<'b, Resources, T>, Error> where T: Copy
buf: &'b Buffer<Resources, T>)
-> Result<Writer<'b, Resources, T>, Error> where T: Copy