[−][src]Struct imgui_wgpu::Renderer
Implementations
impl Renderer
[src]
pub fn new_glsl(
imgui: &mut Context,
device: &Device,
queue: &Queue,
format: TextureFormat
) -> Renderer
[src]
imgui: &mut Context,
device: &Device,
queue: &Queue,
format: TextureFormat
) -> Renderer
Create a new imgui wgpu renderer with newly compiled shaders.
pub fn new(
imgui: &mut Context,
device: &Device,
queue: &Queue,
format: TextureFormat
) -> Renderer
[src]
imgui: &mut Context,
device: &Device,
queue: &Queue,
format: TextureFormat
) -> Renderer
Create a new imgui wgpu renderer, using prebuilt spirv shaders.
pub fn new_static(
imgui: &mut Context,
device: &Device,
queue: &Queue,
format: TextureFormat
) -> Renderer
[src]
imgui: &mut Context,
device: &Device,
queue: &Queue,
format: TextureFormat
) -> Renderer
👎 Deprecated:
Renderer::new now uses static shaders by default
pub fn render<'r>(
&'r mut self,
draw_data: &DrawData,
queue: &Queue,
device: &Device,
rpass: &mut RenderPass<'r>
) -> RendererResult<()>
[src]
&'r mut self,
draw_data: &DrawData,
queue: &Queue,
device: &Device,
rpass: &mut RenderPass<'r>
) -> RendererResult<()>
Render the current imgui frame.
pub fn reload_font_texture(
&mut self,
imgui: &mut Context,
device: &Device,
queue: &Queue
)
[src]
&mut self,
imgui: &mut Context,
device: &Device,
queue: &Queue
)
Updates the texture on the GPU corresponding to the current imgui font atlas.
This has to be called after loading a font.
pub fn upload_texture(
&mut self,
device: &Device,
queue: &Queue,
data: &[u8],
width: u32,
height: u32,
label: Option<&str>
) -> TextureId
[src]
&mut self,
device: &Device,
queue: &Queue,
data: &[u8],
width: u32,
height: u32,
label: Option<&str>
) -> TextureId
Creates and uploads a new wgpu texture made from the imgui font atlas.
pub fn insert_texture(
&mut self,
device: &Device,
texture: Texture,
label: Option<&str>
) -> TextureId
[src]
&mut self,
device: &Device,
texture: Texture,
label: Option<&str>
) -> TextureId
pub fn replace_texture(
&mut self,
texture_id: TextureId,
device: &Device,
texture: Texture,
label: Option<&str>
)
[src]
&mut self,
texture_id: TextureId,
device: &Device,
texture: Texture,
label: Option<&str>
)
pub fn texture_view(&self, texture_id: TextureId) -> Option<&TextureView>
[src]
Auto Trait Implementations
impl !RefUnwindSafe for Renderer
impl Send for Renderer
impl Sync for Renderer
impl Unpin for Renderer
impl !UnwindSafe for Renderer
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T> Instrument for T
[src]
fn instrument(self, span: Span) -> Instrumented<Self>
[src]
fn in_current_span(self) -> Instrumented<Self>
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,
type Error = <U as TryFrom<T>>::Error
The type returned in the event of a conversion error.
fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>
[src]
impl<V, T> VZip<V> for T where
V: MultiLane<T>,
V: MultiLane<T>,