pub struct MTL4MeshRenderPipelineDescriptor { /* private fields */ }MTL4MeshRenderPipeline and MTL4PipelineState only.Expand description
Groups together properties you use to create a mesh render pipeline state object.
Compared to MTLMeshRenderPipelineDescriptor, this interface doesn’t offer a mechanism to hint to Metal mutability
of object, mesh, or fragment buffers. Additionally, when you use this descriptor, you don’t specify binary archives.
See also Apple’s documentation
Implementations§
Source§impl MTL4MeshRenderPipelineDescriptor
impl MTL4MeshRenderPipelineDescriptor
Sourcepub fn objectFunctionDescriptor(
&self,
) -> Option<Retained<MTL4FunctionDescriptor>>
Available on crate feature MTL4FunctionDescriptor only.
pub fn objectFunctionDescriptor( &self, ) -> Option<Retained<MTL4FunctionDescriptor>>
MTL4FunctionDescriptor only.Assigns a function descriptor representing the function this pipeline executes for each object in the object shader stage.
Sourcepub fn setObjectFunctionDescriptor(
&self,
object_function_descriptor: Option<&MTL4FunctionDescriptor>,
)
Available on crate feature MTL4FunctionDescriptor only.
pub fn setObjectFunctionDescriptor( &self, object_function_descriptor: Option<&MTL4FunctionDescriptor>, )
MTL4FunctionDescriptor only.Setter for objectFunctionDescriptor.
This is copied when set.
Sourcepub fn meshFunctionDescriptor(&self) -> Option<Retained<MTL4FunctionDescriptor>>
Available on crate feature MTL4FunctionDescriptor only.
pub fn meshFunctionDescriptor(&self) -> Option<Retained<MTL4FunctionDescriptor>>
MTL4FunctionDescriptor only.Assigns a function descriptor representing the function this pipeline executes for each primitive in the mesh shader stage.
Sourcepub fn setMeshFunctionDescriptor(
&self,
mesh_function_descriptor: Option<&MTL4FunctionDescriptor>,
)
Available on crate feature MTL4FunctionDescriptor only.
pub fn setMeshFunctionDescriptor( &self, mesh_function_descriptor: Option<&MTL4FunctionDescriptor>, )
MTL4FunctionDescriptor only.Setter for meshFunctionDescriptor.
This is copied when set.
Sourcepub fn fragmentFunctionDescriptor(
&self,
) -> Option<Retained<MTL4FunctionDescriptor>>
Available on crate feature MTL4FunctionDescriptor only.
pub fn fragmentFunctionDescriptor( &self, ) -> Option<Retained<MTL4FunctionDescriptor>>
MTL4FunctionDescriptor only.Assigns a function descriptor representing the function this pipeline executes for each fragment.
Sourcepub fn setFragmentFunctionDescriptor(
&self,
fragment_function_descriptor: Option<&MTL4FunctionDescriptor>,
)
Available on crate feature MTL4FunctionDescriptor only.
pub fn setFragmentFunctionDescriptor( &self, fragment_function_descriptor: Option<&MTL4FunctionDescriptor>, )
MTL4FunctionDescriptor only.Setter for fragmentFunctionDescriptor.
This is copied when set.
Sourcepub fn maxTotalThreadsPerObjectThreadgroup(&self) -> NSUInteger
pub fn maxTotalThreadsPerObjectThreadgroup(&self) -> NSUInteger
Controls the largest number of threads the pipeline state can execute in a single object shader threadgroup dispatch.
This number represents the maximum size of the product of the components of parameter threadsPerObjectThreadgroup
that Metal can use when drawing with this pipeline in mesh shader dispatch methods, such as
MTL4RenderCommandEncoder/drawMeshThreadgroups:threadsPerObjectThreadgroup:threadsPerMeshThreadgroup:.
The compiler’s optimizer can use the value of this property to generate more efficient code, specifically when the value doesn’t exceed the thread execution width of the underlying GPU.
The default value of this property is 0, which indicates that the number you pass to attribute
[[max_total_threads_per_threadgroup(N)]] of the pipeline’s object function determines the maximum
total threads per threadgroup.
When you specify both the [[max_total_threads_per_threadgroup(N)]] attribute and this property, you are responsible
for making sure these values match.
Additionally, you are responsible for ensuring this value doesn’t exceed the “maximum threads per threadgroup” device limit documented in the “Metal Feature Set Tables” PDF: <https ://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf>.
Sourcepub fn setMaxTotalThreadsPerObjectThreadgroup(
&self,
max_total_threads_per_object_threadgroup: NSUInteger,
)
pub fn setMaxTotalThreadsPerObjectThreadgroup( &self, max_total_threads_per_object_threadgroup: NSUInteger, )
Setter for maxTotalThreadsPerObjectThreadgroup.
Sourcepub fn maxTotalThreadsPerMeshThreadgroup(&self) -> NSUInteger
pub fn maxTotalThreadsPerMeshThreadgroup(&self) -> NSUInteger
Controls the largest number of threads the pipeline state can execute in a single mesh shader threadgroup dispatch.
This number represents the maximum size of the product of the components of parameter threadsPerMeshThreadgroup
that Metal can use when drawing with this pipeline in mesh shader dispatch methods, such as
MTL4RenderCommandEncoder/drawMeshThreadgroups:threadsPerObjectThreadgroup:threadsPerMeshThreadgroup:.
The compiler’s optimizer can use the value of this property to generate more efficient code, specifically when the value doesn’t exceed the thread execution width of the underlying GPU.
The default value of this property is 0, thish indicates that the Metal Shader Language attribute
[[max_total_threads_per_threadgroup]] you attache to the pipeline’s mesh shader function determines
the value of this property.
When you specify both the [[max_total_threads_per_threadgroup(N)]] attribute and this property, you are responsible
for making sure these values match.
Additionally, you are responsible for ensuring this value doesn’t exceed the “maximum threads per threadgroup” device limit documented in the “Metal Feature Set Tables” PDF: <https ://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf>.
Sourcepub fn setMaxTotalThreadsPerMeshThreadgroup(
&self,
max_total_threads_per_mesh_threadgroup: NSUInteger,
)
pub fn setMaxTotalThreadsPerMeshThreadgroup( &self, max_total_threads_per_mesh_threadgroup: NSUInteger, )
Setter for maxTotalThreadsPerMeshThreadgroup.
Sourcepub fn requiredThreadsPerObjectThreadgroup(&self) -> MTLSize
Available on crate feature MTLTypes only.
pub fn requiredThreadsPerObjectThreadgroup(&self) -> MTLSize
MTLTypes only.Controls the required number of object threads-per-threadgroup when drawing with a mesh shader pipeline you create from this descriptor.
This argument is optional, unless this pipeline uses CooperativeTensors, in which case you are responsible for providing it.
When this value is set to non-zero, you are responsible for ensuring the parameter threadsPerObjectThreadgroup
in any mesh dispatch draw calls that use this mesh render pipeline, such as
MTL4RenderCommandEncoder/drawMeshThreadgroups:threadsPerObjectThreadgroup:threadsPerMeshThreadgroup:,
match it.
Setting this value to a size of 0 in every dimension disables this property.
Sourcepub fn setRequiredThreadsPerObjectThreadgroup(
&self,
required_threads_per_object_threadgroup: MTLSize,
)
Available on crate feature MTLTypes only.
pub fn setRequiredThreadsPerObjectThreadgroup( &self, required_threads_per_object_threadgroup: MTLSize, )
MTLTypes only.Setter for requiredThreadsPerObjectThreadgroup.
Sourcepub fn requiredThreadsPerMeshThreadgroup(&self) -> MTLSize
Available on crate feature MTLTypes only.
pub fn requiredThreadsPerMeshThreadgroup(&self) -> MTLSize
MTLTypes only.Controls the required number of mesh threads-per-threadgroup when drawing with a mesh shader pipeline you create from this descriptor.
This argument is optional, unless this pipeline uses CooperativeTensors, in which case you are responsible for providing it.
When this value is set to non-zero, you are responsible for ensuring the parameter threadsPerMeshThreadgroup
in any mesh dispatch draw calls that use this mesh render pipeline, such as
MTL4RenderCommandEncoder/drawMeshThreadgroups:threadsPerObjectThreadgroup:threadsPerMeshThreadgroup:,
match it.
Setting this value to a size of 0 in every dimension disables this property.
Sourcepub fn setRequiredThreadsPerMeshThreadgroup(
&self,
required_threads_per_mesh_threadgroup: MTLSize,
)
Available on crate feature MTLTypes only.
pub fn setRequiredThreadsPerMeshThreadgroup( &self, required_threads_per_mesh_threadgroup: MTLSize, )
MTLTypes only.Setter for requiredThreadsPerMeshThreadgroup.
Sourcepub fn objectThreadgroupSizeIsMultipleOfThreadExecutionWidth(&self) -> bool
pub fn objectThreadgroupSizeIsMultipleOfThreadExecutionWidth(&self) -> bool
Provides a guarantee to Metal regarding the number of threadgroup threads for the object stage of a pipeline you create from this descriptor.
If you set this property to
<doc
://com.apple.documentation/documentation/swift/true>, you state to Metal that when
you use a mesh render pipeline you create from this descriptor, the number of threadgroup threads you dispatch for
the object stage is a multiple of its MTLRenderPipelineState/objectThreadExecutionWidth. The compiler’s optimizer can use this guarantee to generate
more efficient code.
This property’s default value is <doc ://com.apple.documentation/documentation/swift/false>.
Sourcepub fn setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth(
&self,
object_threadgroup_size_is_multiple_of_thread_execution_width: bool,
)
pub fn setObjectThreadgroupSizeIsMultipleOfThreadExecutionWidth( &self, object_threadgroup_size_is_multiple_of_thread_execution_width: bool, )
Sourcepub fn meshThreadgroupSizeIsMultipleOfThreadExecutionWidth(&self) -> bool
pub fn meshThreadgroupSizeIsMultipleOfThreadExecutionWidth(&self) -> bool
Provides a guarantee to Metal regarding the number of threadgroup threads for the mesh stage of a pipeline you create from this descriptor.
If you set this property to
<doc
://com.apple.documentation/documentation/swift/true>, you state to Metal that when
you use a mesh render pipeline you create from this descriptor, the number of threadgroup threads you dispatch for
the mesh stage is a multiple of its MTLRenderPipelineState/meshThreadExecutionWidth. The compiler’s optimizer
can use this guarantee to generate more efficient code.
This property’s default value is <doc ://com.apple.documentation/documentation/swift/false>.
Sourcepub fn setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth(
&self,
mesh_threadgroup_size_is_multiple_of_thread_execution_width: bool,
)
pub fn setMeshThreadgroupSizeIsMultipleOfThreadExecutionWidth( &self, mesh_threadgroup_size_is_multiple_of_thread_execution_width: bool, )
Sourcepub fn payloadMemoryLength(&self) -> NSUInteger
pub fn payloadMemoryLength(&self) -> NSUInteger
Reserves storage for the object-to-mesh stage payload.
This property determines the size, in bytes, of the buffer you indicate via the Metal Shading Language [[payload]]
attribute in the object and mesh shader functions of the mesh render pipeline.
If this value is 0, Metal derives the size from the (dereferenced) type you declare for the payload in the object
shader function. If the type is a pointer, Metal reserves space for a single element.
The default value is 0.
Sourcepub fn setPayloadMemoryLength(&self, payload_memory_length: NSUInteger)
pub fn setPayloadMemoryLength(&self, payload_memory_length: NSUInteger)
Setter for payloadMemoryLength.
Sourcepub fn maxTotalThreadgroupsPerMeshGrid(&self) -> NSUInteger
pub fn maxTotalThreadgroupsPerMeshGrid(&self) -> NSUInteger
Controls the largest number of threads the pipeline state can execute when the object stage of a mesh render pipeline you create from this descriptor dispatches its mesh stage.
This number represents the maximum size of the product of the components of the parameter you pass to Metal
Shading Language’s built-in function mesh_grid_properties::set_threadgroups_per_grid.
The default value of this property is 0, which indicates that the Metal Shading Language attribute
[[max_total_threadgroups_per_mesh_grid(N)]] you attach to the pipeline’s mesh shader function determines
the value of this property.
When you specify both the [[max_total_threadgroups_per_mesh_grid(N)]] attribute and this property, you are
responsible for making sure these values match.
Additionally, you are responsible for ensuring this value doesn’t exceed the “maximum threads per mesh grid” device limit documented in the “Metal Feature Set Tables” PDF: <https ://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf>.
Sourcepub fn setMaxTotalThreadgroupsPerMeshGrid(
&self,
max_total_threadgroups_per_mesh_grid: NSUInteger,
)
pub fn setMaxTotalThreadgroupsPerMeshGrid( &self, max_total_threadgroups_per_mesh_grid: NSUInteger, )
Setter for maxTotalThreadgroupsPerMeshGrid.
Sourcepub fn rasterSampleCount(&self) -> NSUInteger
pub fn rasterSampleCount(&self) -> NSUInteger
Sets number of samples this pipeline applies for each fragment.
Sourcepub unsafe fn setRasterSampleCount(&self, raster_sample_count: NSUInteger)
pub unsafe fn setRasterSampleCount(&self, raster_sample_count: NSUInteger)
Sourcepub fn alphaToCoverageState(&self) -> MTL4AlphaToCoverageState
pub fn alphaToCoverageState(&self) -> MTL4AlphaToCoverageState
Indicates whether to read and use the alpha channel fragment output of color attachments to compute a sample coverage mask.
Sourcepub fn setAlphaToCoverageState(
&self,
alpha_to_coverage_state: MTL4AlphaToCoverageState,
)
pub fn setAlphaToCoverageState( &self, alpha_to_coverage_state: MTL4AlphaToCoverageState, )
Setter for alphaToCoverageState.
Sourcepub fn alphaToOneState(&self) -> MTL4AlphaToOneState
pub fn alphaToOneState(&self) -> MTL4AlphaToOneState
Indicates whether the pipeline forces alpha channel values of color attachments to the largest representable value.
Sourcepub fn setAlphaToOneState(&self, alpha_to_one_state: MTL4AlphaToOneState)
pub fn setAlphaToOneState(&self, alpha_to_one_state: MTL4AlphaToOneState)
Setter for alphaToOneState.
Sourcepub fn isRasterizationEnabled(&self) -> bool
pub fn isRasterizationEnabled(&self) -> bool
Determines whether the pipeline rasterizes primitives.
By default, this value is
<doc
://com.apple.documentation/documentation/swift/true>, specifying that this pipeline
rasterizes primitives. Set this property to
<doc
://com.apple.documentation/documentation/swift/false> when you
don’t provide a fragment shader function via function fragmentFunctionDescriptor.
Sourcepub fn setRasterizationEnabled(&self, rasterization_enabled: bool)
pub fn setRasterizationEnabled(&self, rasterization_enabled: bool)
Setter for isRasterizationEnabled.
Sourcepub fn maxVertexAmplificationCount(&self) -> NSUInteger
pub fn maxVertexAmplificationCount(&self) -> NSUInteger
Determines the maximum value that can you can pass as the pipeline’s amplification count.
This property controls the maximum count you pass to MTL4RenderCommandEncoder/setVertexAmplificationCount:viewMappings:
when using vertex amplification with this pipeline.
Sourcepub unsafe fn setMaxVertexAmplificationCount(
&self,
max_vertex_amplification_count: NSUInteger,
)
pub unsafe fn setMaxVertexAmplificationCount( &self, max_vertex_amplification_count: NSUInteger, )
Sourcepub fn colorAttachments(
&self,
) -> Retained<MTL4RenderPipelineColorAttachmentDescriptorArray>
Available on crate feature MTL4RenderPipeline only.
pub fn colorAttachments( &self, ) -> Retained<MTL4RenderPipelineColorAttachmentDescriptorArray>
MTL4RenderPipeline only.Accesses an array containing descriptions of the color attachments this pipeline writes to.
Sourcepub fn objectStaticLinkingDescriptor(
&self,
) -> Retained<MTL4StaticLinkingDescriptor>
Available on crate feature MTL4LinkingDescriptor only.
pub fn objectStaticLinkingDescriptor( &self, ) -> Retained<MTL4StaticLinkingDescriptor>
MTL4LinkingDescriptor only.Provides static linking information for the object stage of the render pipeline.
Use this property to link extra shader functions to the object stage of the render pipeline.
Sourcepub fn setObjectStaticLinkingDescriptor(
&self,
object_static_linking_descriptor: Option<&MTL4StaticLinkingDescriptor>,
)
Available on crate feature MTL4LinkingDescriptor only.
pub fn setObjectStaticLinkingDescriptor( &self, object_static_linking_descriptor: Option<&MTL4StaticLinkingDescriptor>, )
MTL4LinkingDescriptor only.Setter for objectStaticLinkingDescriptor.
This is copied when set.
Sourcepub fn meshStaticLinkingDescriptor(
&self,
) -> Retained<MTL4StaticLinkingDescriptor>
Available on crate feature MTL4LinkingDescriptor only.
pub fn meshStaticLinkingDescriptor( &self, ) -> Retained<MTL4StaticLinkingDescriptor>
MTL4LinkingDescriptor only.Provides static linking information for the mesh stage of the render pipeline.
Use this property to link extra shader functions to the mesh stage of the render pipeline.
Sourcepub fn setMeshStaticLinkingDescriptor(
&self,
mesh_static_linking_descriptor: Option<&MTL4StaticLinkingDescriptor>,
)
Available on crate feature MTL4LinkingDescriptor only.
pub fn setMeshStaticLinkingDescriptor( &self, mesh_static_linking_descriptor: Option<&MTL4StaticLinkingDescriptor>, )
MTL4LinkingDescriptor only.Setter for meshStaticLinkingDescriptor.
This is copied when set.
Sourcepub fn fragmentStaticLinkingDescriptor(
&self,
) -> Retained<MTL4StaticLinkingDescriptor>
Available on crate feature MTL4LinkingDescriptor only.
pub fn fragmentStaticLinkingDescriptor( &self, ) -> Retained<MTL4StaticLinkingDescriptor>
MTL4LinkingDescriptor only.Provides static linking information for the fragment stage of the render pipeline.
Use this property to link extra shader functions to the fragment stage of the render pipeline.
Sourcepub fn setFragmentStaticLinkingDescriptor(
&self,
fragment_static_linking_descriptor: Option<&MTL4StaticLinkingDescriptor>,
)
Available on crate feature MTL4LinkingDescriptor only.
pub fn setFragmentStaticLinkingDescriptor( &self, fragment_static_linking_descriptor: Option<&MTL4StaticLinkingDescriptor>, )
MTL4LinkingDescriptor only.Setter for fragmentStaticLinkingDescriptor.
This is copied when set.
Sourcepub fn supportObjectBinaryLinking(&self) -> bool
pub fn supportObjectBinaryLinking(&self) -> bool
Indicates whether you can use the render pipeline to create new pipelines by adding binary functions to the object shader function’s callable functions list.
Sourcepub fn setSupportObjectBinaryLinking(&self, support_object_binary_linking: bool)
pub fn setSupportObjectBinaryLinking(&self, support_object_binary_linking: bool)
Setter for supportObjectBinaryLinking.
Sourcepub fn supportMeshBinaryLinking(&self) -> bool
pub fn supportMeshBinaryLinking(&self) -> bool
Indicates whether you can use the render pipeline to create new pipelines by adding binary functions to the mesh shader function’s callable functions list.
Sourcepub fn setSupportMeshBinaryLinking(&self, support_mesh_binary_linking: bool)
pub fn setSupportMeshBinaryLinking(&self, support_mesh_binary_linking: bool)
Setter for supportMeshBinaryLinking.
Sourcepub fn supportFragmentBinaryLinking(&self) -> bool
pub fn supportFragmentBinaryLinking(&self) -> bool
Indicates whether you can use the render pipeline to create new pipelines by adding binary functions to the fragment shader function’s callable functions list.
Sourcepub fn setSupportFragmentBinaryLinking(
&self,
support_fragment_binary_linking: bool,
)
pub fn setSupportFragmentBinaryLinking( &self, support_fragment_binary_linking: bool, )
Setter for supportFragmentBinaryLinking.
Sourcepub fn colorAttachmentMappingState(
&self,
) -> MTL4LogicalToPhysicalColorAttachmentMappingState
Available on crate feature MTL4RenderPipeline only.
pub fn colorAttachmentMappingState( &self, ) -> MTL4LogicalToPhysicalColorAttachmentMappingState
MTL4RenderPipeline only.Sets the logical-to-physical rendering remap state.
Use this property to assign how a MTL4RenderCommandEncoder instance maps the output of your fragment shader to
physical color attachments.
Sourcepub fn setColorAttachmentMappingState(
&self,
color_attachment_mapping_state: MTL4LogicalToPhysicalColorAttachmentMappingState,
)
Available on crate feature MTL4RenderPipeline only.
pub fn setColorAttachmentMappingState( &self, color_attachment_mapping_state: MTL4LogicalToPhysicalColorAttachmentMappingState, )
MTL4RenderPipeline only.Setter for colorAttachmentMappingState.
Sourcepub fn supportIndirectCommandBuffers(
&self,
) -> MTL4IndirectCommandBufferSupportState
pub fn supportIndirectCommandBuffers( &self, ) -> MTL4IndirectCommandBufferSupportState
Indicates whether the pipeline supports indirect command buffers.
Sourcepub fn setSupportIndirectCommandBuffers(
&self,
support_indirect_command_buffers: MTL4IndirectCommandBufferSupportState,
)
pub fn setSupportIndirectCommandBuffers( &self, support_indirect_command_buffers: MTL4IndirectCommandBufferSupportState, )
Setter for supportIndirectCommandBuffers.
Methods from Deref<Target = MTL4PipelineDescriptor>§
Sourcepub fn label(&self) -> Option<Retained<NSString>>
pub fn label(&self) -> Option<Retained<NSString>>
Assigns an optional string that uniquely identifies a pipeline descriptor.
After you provide this label, you can use it to look up a pipeline state object by name in a binary archive.
Sourcepub fn options(&self) -> Option<Retained<MTL4PipelineOptions>>
pub fn options(&self) -> Option<Retained<MTL4PipelineOptions>>
Provides compile-time options when you build the pipeline.
Sourcepub fn setOptions(&self, options: Option<&MTL4PipelineOptions>)
pub fn setOptions(&self, options: Option<&MTL4PipelineOptions>)
Setter for options.
Methods from Deref<Target = NSObject>§
Sourcepub fn doesNotRecognizeSelector(&self, sel: Sel) -> !
pub fn doesNotRecognizeSelector(&self, sel: Sel) -> !
Handle messages the object doesn’t recognize.
See Apple’s documentation for details.
Methods from Deref<Target = AnyObject>§
Sourcepub fn class(&self) -> &'static AnyClass
pub fn class(&self) -> &'static AnyClass
Dynamically find the class of this object.
§Panics
May panic if the object is invalid (which may be the case for objects
returned from unavailable init/new methods).
§Example
Check that an instance of NSObject has the precise class NSObject.
use objc2::ClassType;
use objc2::runtime::NSObject;
let obj = NSObject::new();
assert_eq!(obj.class(), NSObject::class());Sourcepub unsafe fn get_ivar<T>(&self, name: &str) -> &Twhere
T: Encode,
👎Deprecated: this is difficult to use correctly, use Ivar::load instead.
pub unsafe fn get_ivar<T>(&self, name: &str) -> &Twhere
T: Encode,
Ivar::load instead.Use Ivar::load instead.
§Safety
The object must have an instance variable with the given name, and it
must be of type T.
See Ivar::load_ptr for details surrounding this.
Sourcepub fn downcast_ref<T>(&self) -> Option<&T>where
T: DowncastTarget,
pub fn downcast_ref<T>(&self) -> Option<&T>where
T: DowncastTarget,
Attempt to downcast the object to a class of type T.
This is the reference-variant. Use Retained::downcast if you want
to convert a retained object to another type.
§Mutable classes
Some classes have immutable and mutable variants, such as NSString
and NSMutableString.
When some Objective-C API signature says it gives you an immutable class, it generally expects you to not mutate that, even though it may technically be mutable “under the hood”.
So using this method to convert a NSString to a NSMutableString,
while not unsound, is generally frowned upon unless you created the
string yourself, or the API explicitly documents the string to be
mutable.
See Apple’s documentation on mutability and on
isKindOfClass: for more details.
§Generic classes
Objective-C generics are called “lightweight generics”, and that’s because they aren’t exposed in the runtime. This makes it impossible to safely downcast to generic collections, so this is disallowed by this method.
You can, however, safely downcast to generic collections where all the
type-parameters are AnyObject.
§Panics
This works internally by calling isKindOfClass:. That means that the
object must have the instance method of that name, and an exception
will be thrown (if CoreFoundation is linked) or the process will abort
if that is not the case. In the vast majority of cases, you don’t need
to worry about this, since both root objects NSObject and
NSProxy implement this method.
§Examples
Cast an NSString back and forth from NSObject.
use objc2::rc::Retained;
use objc2_foundation::{NSObject, NSString};
let obj: Retained<NSObject> = NSString::new().into_super();
let string = obj.downcast_ref::<NSString>().unwrap();
// Or with `downcast`, if we do not need the object afterwards
let string = obj.downcast::<NSString>().unwrap();Try (and fail) to cast an NSObject to an NSString.
use objc2_foundation::{NSObject, NSString};
let obj = NSObject::new();
assert!(obj.downcast_ref::<NSString>().is_none());Try to cast to an array of strings.
use objc2_foundation::{NSArray, NSObject, NSString};
let arr = NSArray::from_retained_slice(&[NSObject::new()]);
// This is invalid and doesn't type check.
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Downcast when processing each element instead.
use objc2_foundation::{NSArray, NSObject, NSString};
let arr = NSArray::from_retained_slice(&[NSObject::new()]);
for elem in arr {
if let Some(data) = elem.downcast_ref::<NSString>() {
// handle `data`
}
}Trait Implementations§
Source§impl AsRef<MTL4PipelineDescriptor> for MTL4MeshRenderPipelineDescriptor
impl AsRef<MTL4PipelineDescriptor> for MTL4MeshRenderPipelineDescriptor
Source§fn as_ref(&self) -> &MTL4PipelineDescriptor
fn as_ref(&self) -> &MTL4PipelineDescriptor
Source§impl Borrow<MTL4PipelineDescriptor> for MTL4MeshRenderPipelineDescriptor
impl Borrow<MTL4PipelineDescriptor> for MTL4MeshRenderPipelineDescriptor
Source§fn borrow(&self) -> &MTL4PipelineDescriptor
fn borrow(&self) -> &MTL4PipelineDescriptor
Source§impl ClassType for MTL4MeshRenderPipelineDescriptor
impl ClassType for MTL4MeshRenderPipelineDescriptor
Source§const NAME: &'static str = "MTL4MeshRenderPipelineDescriptor"
const NAME: &'static str = "MTL4MeshRenderPipelineDescriptor"
Source§type Super = MTL4PipelineDescriptor
type Super = MTL4PipelineDescriptor
Source§type ThreadKind = <<MTL4MeshRenderPipelineDescriptor as ClassType>::Super as ClassType>::ThreadKind
type ThreadKind = <<MTL4MeshRenderPipelineDescriptor as ClassType>::Super as ClassType>::ThreadKind
Source§impl CopyingHelper for MTL4MeshRenderPipelineDescriptor
impl CopyingHelper for MTL4MeshRenderPipelineDescriptor
Source§type Result = MTL4MeshRenderPipelineDescriptor
type Result = MTL4MeshRenderPipelineDescriptor
Self if the type has no
immutable counterpart. Read moreSource§impl NSCopying for MTL4MeshRenderPipelineDescriptor
impl NSCopying for MTL4MeshRenderPipelineDescriptor
Source§impl NSObjectProtocol for MTL4MeshRenderPipelineDescriptor
impl NSObjectProtocol for MTL4MeshRenderPipelineDescriptor
Source§fn isEqual(&self, other: Option<&AnyObject>) -> bool
fn isEqual(&self, other: Option<&AnyObject>) -> bool
Source§fn hash(&self) -> usize
fn hash(&self) -> usize
Source§fn isKindOfClass(&self, cls: &AnyClass) -> bool
fn isKindOfClass(&self, cls: &AnyClass) -> bool
Source§fn is_kind_of<T>(&self) -> bool
fn is_kind_of<T>(&self) -> bool
isKindOfClass directly, or cast your objects with AnyObject::downcast_ref