Struct luminance::shader::Uniform [−][src]
pub struct Uniform<T> where
T: ?Sized, { /* fields omitted */ }
Expand description
A GPU shader program environment variable.
A uniform is a special variable that can be used to send data to a GPU. Several
forms exist, but the idea is that T
represents the data you want to send. Some exceptions
exist that allow to pass indirect data — such as BufferBinding
to pass a buffer, or
TextureBinding
to pass a texture in order to fetch from it in a shader stage.
You will never be able to store them by your own. Instead, you must use a UniformInterface
,
which provides a contravariant interface for you. Creation is unsafe
and should be
avoided. The UniformInterface
is the only safe way to create those.
Parametricity
T
is the type of data you want to be able to set in a shader program.
Implementations
Create a new Uniform
.
Safety
This method must be used only by backends. If you end up using it,
then you’re doing something wrong. Read on UniformInterface
for further
information.
Retrieve the internal index.
Even though that function is safe, you have no reason to use it. Read on
UniformInterface
for further details.
Trait Implementations
Auto Trait Implementations
impl<T: ?Sized> RefUnwindSafe for Uniform<T> where
T: RefUnwindSafe,
impl<T: ?Sized> UnwindSafe for Uniform<T> where
T: RefUnwindSafe,