Trait luminance::shader::uniform::HasUniform
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pub trait HasUniform { type U; fn update1_i32(uniform: &Self::U, x: i32); fn update2_i32(uniform: &Self::U, xy: [i32; 2]); fn update3_i32(uniform: &Self::U, xyz: [i32; 3]); fn update4_i32(uniform: &Self::U, xyzw: [i32; 4]); fn update1_slice_i32(uniform: &Self::U, x: &[i32]); fn update2_slice_i32(uniform: &Self::U, xy: &[[i32; 2]]); fn update3_slice_i32(uniform: &Self::U, xyz: &[[i32; 3]]); fn update4_slice_i32(uniform: &Self::U, xyzw: &[[i32; 4]]); fn update1_u32(uniform: &Self::U, x: u32); fn update2_u32(uniform: &Self::U, xy: [u32; 2]); fn update3_u32(uniform: &Self::U, xyz: [u32; 3]); fn update4_u32(uniform: &Self::U, xyzw: [u32; 4]); fn update1_slice_u32(uniform: &Self::U, x: &[u32]); fn update2_slice_u32(uniform: &Self::U, xy: &[[u32; 2]]); fn update3_slice_u32(uniform: &Self::U, xyz: &[[u32; 3]]); fn update4_slice_u32(uniform: &Self::U, xyzw: &[[u32; 4]]); fn update1_f32(uniform: &Self::U, x: f32); fn update2_f32(uniform: &Self::U, xy: [f32; 2]); fn update3_f32(uniform: &Self::U, xyz: [f32; 3]); fn update4_f32(uniform: &Self::U, xyzw: [f32; 4]); fn update1_slice_f32(uniform: &Self::U, x: &[f32]); fn update2_slice_f32(uniform: &Self::U, xy: &[[f32; 2]]); fn update3_slice_f32(uniform: &Self::U, xyz: &[[f32; 3]]); fn update4_slice_f32(uniform: &Self::U, xyzw: &[[f32; 4]]); fn update22_f32(uniform: &Self::U, x: M22); fn update33_f32(uniform: &Self::U, x: M33); fn update44_f32(uniform: &Self::U, x: M44); fn update22_slice_f32(uniform: &Self::U, x: &[M22]); fn update33_slice_f32(uniform: &Self::U, x: &[M33]); fn update44_slice_f32(uniform: &Self::U, x: &[M44]); fn update1_bool(uniform: &Self::U, x: bool); fn update2_bool(uniform: &Self::U, xy: [bool; 2]); fn update3_bool(uniform: &Self::U, xyz: [bool; 3]); fn update4_bool(uniform: &Self::U, xyzw: [bool; 4]); fn update1_slice_bool(uniform: &Self::U, x: &[bool]); fn update2_slice_bool(uniform: &Self::U, xy: &[[bool; 2]]); fn update3_slice_bool(uniform: &Self::U, xyz: &[[bool; 3]]); fn update4_slice_bool(uniform: &Self::U, xyzw: &[[bool; 4]]); }
Associated Types
type U
Uniform representation.