pub struct GL33 { /* private fields */ }
Expand description

An OpenGL 3.3 backend.

This type is to be used as a luminance backend type. It implements the whole public API.

Implementations

Create a new OpenGL 3.3 backend.

Internal access to the backend state.

Unsafety

This method is highly unsafe as it exposes the internals of the backend. Playing with it should be done with extreme caution.

Trait Implementations

Formats the value using the given formatter. Read more

Backend representation of the framebuffer.

Create a new framebuffer on the backend. Read more

Attach a single color data to the framebuffer. Read more

Attach a single depth data to the framebuffer. Read more

Validate the status of the framebuffer. Read more

Get the size of the framebuffer. Read more

Get the back buffer from the backend. Read more

Backend representation of an immutable index slice.

Backend representation of a mutable index slice.

Obtain an immutable index slice. Read more

Obtain a mutable index slice.

Backend representation of an immutable index slice.

Backend representation of a mutable index slice.

Obtain an immutable index slice. Read more

Obtain a mutable index slice.

Backend representation of an immutable instance slice.

Backend representation of a mutable instance slice.

Obtain an immutable instance slice. Read more

Obtain a mutable instance slice.

Backend representation of an immutable instance slice.

Backend representation of a mutable instance slice.

Obtain an immutable instance slice. Read more

Obtain a mutable instance slice.

Start a pipeline that will output in the input Framebuffer and the given PipelineState. Read more

Create a new (cached) pipeline.

Representation of a bound ShaderData on the backend.

Bind a ShaderData to the current Pipeline. Read more

Get the u32 representation of the bound shader data, also known as binding.

Representation of a bound Texture on the backend.

Bind a Texture to the current Pipeline. Read more

Get the u32 representation of the bound texture, also known as binding.

The implementation author, most of the time referred to as “vendor” or “company” responsible for the driver the backend uses. Read more

The backend name.

The backend version.

The shading language version supported by the backend.

The maximum number of elements a texture array can hold.

Enter the RenderGate and share the RenderState for all subsequent nodes in the pipeline.

Backend representation of a shader stage.

Backend representation of a shader program.

Backend representation of a uniform builder.

Create a new shader stage of type StageType.

Create a new shader program by combining several shader stages. Read more

Apply semantics. Read more

Construct a new uniform builder. Read more

Lookup a Uniform. Read more

Backend representation of an unbound Uniform (i.e. that is inactive in the shader program). Read more

Representation of the data by the backend.

Build a new shader data from some values represented via an iterator.

Access an item at index i.

Set an item at index i. Read more

Set values by providing an iterator.

Apply the shader program and make it currently in-use for subsequent pipeline nodes.

Backend representation of the tessellation.

Build a tessellation from vertex, index, instance and mode data. Read more

Number of vertices available in the Tess.

Number of indices available in the Tess.

Number of instance data available in the Tess.

Render the tessellation, starting at start_index, rendering vert_nb vertices, instantiating inst_nb times. Read more

Backend representation of the tessellation.

Build a tessellation from vertex, index, instance and mode data. Read more

Number of vertices available in the Tess.

Number of indices available in the Tess.

Number of instance data available in the Tess.

Render the tessellation, starting at start_index, rendering vert_nb vertices, instantiating inst_nb times. Read more

Render the Tess starting at start_index, for vert_nb vertices with inst_nb instances.

Render the Tess starting at start_index, for vert_nb vertices with inst_nb instances.

Create a new texture.

Create a new texture from raw texels.

Get the number of mimaps associated with the texture.

Upload texels to a part of a texture. Read more

Upload texels to a whole texture. Read more

Upload texels to a part of a texture. Read more

Upload texels to a whole texture. Read more

Get a copy of the raw texels stored in the texture. Read more

Resize the texture. Read more

Resize the texture with raw texels. Read more

Backend representation of a texture.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Return the size of the uniform. Read more

Reify the type of the uniform as a UniformType.

Update the associated value of the Uniform in the given shader program.

Backend representation of an immutable vertex slice.

Backend representation of a mutable vertex slice.

Obtain an immutable vertex slice. Read more

Obtain a mutable vertex slice.

Backend representation of an immutable vertex slice.

Backend representation of a mutable vertex slice.

Obtain an immutable vertex slice. Read more

Obtain a mutable vertex slice.

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more

Immutably borrows from an owned value. Read more

Mutably borrows from an owned value. Read more

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The type returned in the event of a conversion error.

Performs the conversion.

The type returned in the event of a conversion error.

Performs the conversion.