Struct ggez::graphics::ShaderGeneric
[−]
[src]
pub struct ShaderGeneric<Spec: BackendSpec, C: Structure<ConstFormat>> { /* fields omitted */ }
A ShaderGeneric
reprensents a handle user-defined shader that can be used
with a ggez graphics context that is generic over gfx::Resources
As an end-user you shouldn't ever have to touch this and should use
Shader
instead.
Trait Implementations
impl<Spec: Clone + BackendSpec, C: Clone + Structure<ConstFormat>> Clone for ShaderGeneric<Spec, C> where
Spec::Resources: Clone,
[src]
Spec::Resources: Clone,
fn clone(&self) -> ShaderGeneric<Spec, C>
[src]
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)
1.0.0[src]
Performs copy-assignment from source
. Read more
impl<Spec, C> Debug for ShaderGeneric<Spec, C> where
Spec: BackendSpec,
C: Structure<ConstFormat>,
[src]
Spec: BackendSpec,
C: Structure<ConstFormat>,
Auto Trait Implementations
impl<Spec, C> Send for ShaderGeneric<Spec, C> where
C: Send,
<<Spec as BackendSpec>::Resources as Resources>::Buffer: Send + Sync,
<<Spec as BackendSpec>::Resources as Resources>::Mapping: Send,
<Spec as BackendSpec>::Resources: Resources,
C: Send,
<<Spec as BackendSpec>::Resources as Resources>::Buffer: Send + Sync,
<<Spec as BackendSpec>::Resources as Resources>::Mapping: Send,
<Spec as BackendSpec>::Resources: Resources,
impl<Spec, C> Sync for ShaderGeneric<Spec, C> where
C: Sync,
<<Spec as BackendSpec>::Resources as Resources>::Buffer: Send + Sync,
<<Spec as BackendSpec>::Resources as Resources>::Mapping: Send,
<Spec as BackendSpec>::Resources: Resources,
C: Sync,
<<Spec as BackendSpec>::Resources as Resources>::Buffer: Send + Sync,
<<Spec as BackendSpec>::Resources as Resources>::Mapping: Send,
<Spec as BackendSpec>::Resources: Resources,