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pub struct Pipeline<'a, B> where
    B: ?Sized + PipelineBase
{ /* private fields */ }
Expand description

A GPU pipeline handle.

A Pipeline is a special object that is provided as soon as one enters a PipelineGate. It is used to dynamically modify the behavior of the running graphics pipeline. That includes, for instance, obtaining bound resources, like buffers and textures, for subsequent uses in shader stages.

Parametricity

Implementations

Bind a texture.

Once the texture is bound, the BoundTexture object has to be dropped / die in order to bind the texture again.

Bind a shader data.

Once the shader data is bound, the BoundShaderData object has to be dropped / die in order to bind the shader data again.

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.