pub trait BindSemantics<H = NoUniformBinder, C = Option<()>, S = Box<[u8]>>where
    S: Deref<Target = [u8]> + DerefMut,
    H: BindUniform<C, f32> + BindUniform<C, u32> + BindUniform<C, i32> + for<'b> BindUniform<C, &'b [f32; 4]> + for<'b> BindUniform<C, &'b [f32; 16]>,
{ type InputTexture: TextureInput; type SamplerSet; type DescriptorSet<'a>; type DeviceContext; type UniformOffset: ContextOffset<H, C>; fn bind_texture<'a>(
        descriptors: &mut Self::DescriptorSet<'a>,
        samplers: &Self::SamplerSet,
        binding: &TextureBinding,
        texture: &Self::InputTexture,
        device: &Self::DeviceContext
    ); fn bind_semantics<'a>(
        device: &Self::DeviceContext,
        sampler_set: &Self::SamplerSet,
        uniform_storage: &mut UniformStorage<H, C, S>,
        descriptor_set: &mut Self::DescriptorSet<'a>,
        mvp: &[f32; 16],
        frame_count: u32,
        frame_direction: i32,
        framebuffer_size: Size<u32>,
        viewport_size: Size<u32>,
        original: &Self::InputTexture,
        source: &Self::InputTexture,
        uniform_bindings: &HashMap<UniformBinding, Self::UniformOffset, impl BuildHasher>,
        texture_meta: &HashMap<Semantic<TextureSemantics>, TextureBinding, impl BuildHasher>,
        pass_outputs: impl Iterator<Item = Option<impl AsRef<Self::InputTexture>>>,
        pass_feedback: impl Iterator<Item = Option<impl AsRef<Self::InputTexture>>>,
        original_history: impl Iterator<Item = Option<impl AsRef<Self::InputTexture>>>,
        lookup_textures: impl Iterator<Item = (usize, impl AsRef<Self::InputTexture>)>,
        parameter_defaults: &HashMap<String, ShaderParameter, impl BuildHasher>,
        runtime_parameters: &HashMap<String, f32, impl BuildHasher>
    ) { ... } }
Expand description

Trait that abstracts binding of semantics to shader uniforms.

Required Associated Types§

The type of the input texture used for semantic binding.

The set of texture samplers available.

The descriptor set or object that holds sampler and texture bindings.

The device context containing the state of the graphics processor.

The type of uniform offsets to use.

Required Methods§

Bind a texture to the input descriptor set

Provided Methods§

Write uniform and texture semantics to the provided storages.

Implementors§