Struct luminance::pipeline::BoundBuffer [−][src]
pub struct BoundBuffer<'a, B, T> where
B: PipelineBuffer<T>,
T: Copy, { /* fields omitted */ }
Expand description
A bound Buffer
.
Parametricity
B
is the backend type. It must implementPipelineBuffer
.T
is the type of the carried item by theBuffer
.
Notes
Once a Buffer
is bound, it can be used and passed around to shaders. In order to do so,
you will need to pass a BufferBinding
to your ProgramInterface
. That value is unique
to each BoundBuffer
and should always be asked — you shouldn’t cache them, for instance.
Getting a BufferBinding
is a cheap operation and is performed via the
BoundBuffer::binding
method.
Implementations
Obtain a BufferBinding
object that can be used to refer to this bound buffer in shader
stages.
Notes
You shouldn’t try to do store / cache or do anything special with that value. Consider it an opaque object.
Auto Trait Implementations
impl<'a, B, T> RefUnwindSafe for BoundBuffer<'a, B, T> where
T: RefUnwindSafe,
<B as PipelineBuffer<T>>::BoundBufferRepr: RefUnwindSafe,
impl<'a, B, T> Send for BoundBuffer<'a, B, T> where
T: Sync,
<B as PipelineBuffer<T>>::BoundBufferRepr: Send,
impl<'a, B, T> Sync for BoundBuffer<'a, B, T> where
T: Sync,
<B as PipelineBuffer<T>>::BoundBufferRepr: Sync,
impl<'a, B, T> Unpin for BoundBuffer<'a, B, T> where
<B as PipelineBuffer<T>>::BoundBufferRepr: Unpin,
impl<'a, B, T> UnwindSafe for BoundBuffer<'a, B, T> where
T: RefUnwindSafe,
<B as PipelineBuffer<T>>::BoundBufferRepr: UnwindSafe,