[][src]Struct ggez::graphics::ShaderLock

pub struct ShaderLock { /* fields omitted */ }

A lock for RAII shader regions. The shader automatically gets cleared once the lock goes out of scope, restoring the previous shader (if any).

Essentially, binding a Shader will return one of these, and the shader will remain active as long as this object exists. When this is dropped, the previous shader is restored.

Trait Implementations

impl Drop for ShaderLock[src]

impl Clone for ShaderLock[src]

default fn clone_from(&mut self, source: &Self)
1.0.0
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Performs copy-assignment from source. Read more

impl Debug for ShaderLock[src]

Auto Trait Implementations

impl !Send for ShaderLock

impl !Sync for ShaderLock

Blanket Implementations

impl<T> ToOwned for T where
    T: Clone
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type Owned = T

impl<T> From for T[src]

impl<T, U> Into for T where
    U: From<T>, 
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impl<T, U> TryFrom for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T> Borrow for T where
    T: ?Sized
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impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> BorrowMut for T where
    T: ?Sized
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impl<T, U> TryInto for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.

impl<T> Same for T

type Output = T

Should always be Self

impl<SS, SP> SupersetOf for SP where
    SS: SubsetOf<SP>, 

impl<T> Erased for T

impl<T> SetParameter for T

default fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Result where
    T: Parameter<Self>, 

Sets value as a parameter of self.