pub struct WGPURenderer { /* private fields */ }Implementations§
Source§impl WGPURenderer
impl WGPURenderer
pub fn get_layout_descriptor<T: Into<BindGroupLayoutDescriptorEntry> + Clone>( device: &Device, entries: &[T], ) -> BindGroupLayout
pub fn get_layout_descriptors( device: &Device, layouts: &[BindGroupLayoutDescriptor], ) -> Vec<BindGroupLayout>
pub fn get_layout_and_entries<'a>( &'a self, device: &'a Device, layout: &BindGroupLayout, ) -> (BindGroupLayout, Vec<BindGroupEntry<'a>>)
pub fn get_buffer_attributes(layout: &BufferLayout) -> Vec<VertexAttribute>
pub fn get_buffer_layouts<'a>( entries: &'a [Vec<VertexAttribute>], layouts: &[BufferLayout], ) -> Vec<VertexBufferLayout<'a>>
Source§impl WGPURenderer
impl WGPURenderer
pub fn texture_format_to_wgpu(format: TextureFormat) -> (TextureFormat, u8)
Trait Implementations§
Source§impl Janderer for WGPURenderer
impl Janderer for WGPURenderer
async fn new(config: EngineConfig) -> Self
fn register_window(&mut self, window: &Window)
fn resize(&mut self, window: &Window, width: u32, height: u32)
fn create_uniform_buffer(&mut self, contents: &[u8]) -> BufferHandle
fn create_storage_buffer(&mut self, contents: &[u8]) -> BufferHandle
fn create_storage_buffer_with_size(&mut self, size: usize) -> BufferHandle
fn create_vertex_buffer(&mut self, contents: &[u8]) -> BufferHandle
fn create_index_buffer(&mut self, contents: &[u8]) -> BufferHandle
fn write_buffer(&mut self, buffer: BufferHandle, data: &[u8])
fn new_compute_pass(&mut self) -> WGPUComputePass<'_>
fn submit_pass(&mut self, pass: RenderPass<'_>)
fn create_shader_at(&mut self, desc: ShaderDescriptor, handle: ShaderHandle)
fn create_shader(&mut self, desc: ShaderDescriptor) -> ShaderHandle
fn reload_shader(&mut self, handle: ShaderHandle)
fn reload_shaders(&mut self)
fn create_texture_at( &mut self, desc: TextureDescriptor<'_>, handle: TextureHandle, )
fn create_texture(&mut self, desc: TextureDescriptor<'_>) -> TextureHandle
fn re_create_texture( &mut self, desc: TextureDescriptor<'_>, handle: TextureHandle, )
fn add_texture(&mut self, texture: Texture) -> TextureHandle
fn get_texture(&self, handle: TextureHandle) -> Option<&Texture>
fn create_sampler(&mut self, desc: SamplerDescriptor) -> SamplerHandle
fn create_bind_group_at( &mut self, layout: BindGroupLayout, handle: BindGroupHandle, )
fn create_bind_group(&mut self, layout: BindGroupLayout) -> BindGroupHandle
fn present(&mut self)
fn create_compute_shader_at( &mut self, desc: ComputeShaderDescriptor, handle: ComputeShaderHandle, )
fn create_compute_shader( &mut self, desc: ComputeShaderDescriptor, ) -> ComputeShaderHandle
fn re_create_compute_shader(&mut self, handle: ComputeShaderHandle)
fn re_create_compute_shaders(&mut self)
Auto Trait Implementations§
impl Freeze for WGPURenderer
impl !RefUnwindSafe for WGPURenderer
impl Send for WGPURenderer
impl Sync for WGPURenderer
impl Unpin for WGPURenderer
impl !UnwindSafe for WGPURenderer
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more