pub struct TextureBinding<D, S> { /* private fields */ }Expand description
Opaque texture binding.
This type represents a bound Texture via BoundTexture. It can be used along with a
Uniform to customize a shader’s behavior.
§Parametricity
Dis the dimension of the original texture. It must implementDimensionablein most useful methods.Sis the sampler type. It must implementSamplerTypein most useful methods.
§Notes
You shouldn’t try to do store / cache or do anything special with that value. Consider it an opaque object.
Implementations§
Trait Implementations§
Source§impl<D, S> Debug for TextureBinding<D, S>
impl<D, S> Debug for TextureBinding<D, S>
Source§impl<'a, D, S> Uniformable<'a, TextureBinding<D, S>> for GL33where
D: 'a + Dimensionable,
S: 'a + SamplerType,
impl<'a, D, S> Uniformable<'a, TextureBinding<D, S>> for GL33where
D: 'a + Dimensionable,
S: 'a + SamplerType,
type Target = TextureBinding<D, S>
Source§unsafe fn ty() -> UniformType
unsafe fn ty() -> UniformType
Reify the type of the uniform as a
UniformType.Source§unsafe fn update(
_: &mut Program,
uniform: &'a Uniform<TextureBinding<D, S>>,
value: <GL33 as Uniformable<'a, TextureBinding<D, S>>>::Target,
)
unsafe fn update( _: &mut Program, uniform: &'a Uniform<TextureBinding<D, S>>, value: <GL33 as Uniformable<'a, TextureBinding<D, S>>>::Target, )
Update the associated value of the
Uniform in the given shader program.Auto Trait Implementations§
impl<D, S> Freeze for TextureBinding<D, S>
impl<D, S> RefUnwindSafe for TextureBinding<D, S>where
D: RefUnwindSafe,
S: RefUnwindSafe,
impl<D, S> !Send for TextureBinding<D, S>
impl<D, S> !Sync for TextureBinding<D, S>
impl<D, S> Unpin for TextureBinding<D, S>
impl<D, S> UnwindSafe for TextureBinding<D, S>where
D: RefUnwindSafe,
S: RefUnwindSafe,
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