[−][src]Struct pathfinder_gl::GLDevice
Methods
impl GLDevice
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pub fn new(version: GLVersion, default_framebuffer: GLuint) -> GLDevice
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pub fn set_default_framebuffer(&mut self, framebuffer: GLuint)
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Trait Implementations
impl Device for GLDevice
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type Buffer = GLBuffer
type Framebuffer = GLFramebuffer
type Program = GLProgram
type Shader = GLShader
type Texture = GLTexture
type TextureDataReceiver = GLTextureDataReceiver
type TimerQuery = GLTimerQuery
type Uniform = GLUniform
type VertexArray = GLVertexArray
type VertexAttr = GLVertexAttr
fn create_texture(&self, format: TextureFormat, size: Vector2I) -> GLTexture
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fn create_texture_from_data(
&self,
format: TextureFormat,
size: Vector2I,
data: TextureDataRef
) -> GLTexture
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&self,
format: TextureFormat,
size: Vector2I,
data: TextureDataRef
) -> GLTexture
fn create_shader_from_source(
&self,
name: &str,
source: &[u8],
kind: ShaderKind
) -> GLShader
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&self,
name: &str,
source: &[u8],
kind: ShaderKind
) -> GLShader
fn create_program_from_shaders(
&self,
_resources: &dyn ResourceLoader,
name: &str,
vertex_shader: GLShader,
fragment_shader: GLShader
) -> GLProgram
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&self,
_resources: &dyn ResourceLoader,
name: &str,
vertex_shader: GLShader,
fragment_shader: GLShader
) -> GLProgram
fn create_vertex_array(&self) -> GLVertexArray
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fn get_vertex_attr(
&self,
program: &Self::Program,
name: &str
) -> Option<GLVertexAttr>
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&self,
program: &Self::Program,
name: &str
) -> Option<GLVertexAttr>
fn get_uniform(&self, program: &GLProgram, name: &str) -> GLUniform
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fn configure_vertex_attr(
&self,
vertex_array: &GLVertexArray,
attr: &GLVertexAttr,
descriptor: &VertexAttrDescriptor
)
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&self,
vertex_array: &GLVertexArray,
attr: &GLVertexAttr,
descriptor: &VertexAttrDescriptor
)
fn create_framebuffer(&self, texture: GLTexture) -> GLFramebuffer
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fn create_buffer(&self) -> GLBuffer
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fn allocate_buffer<T>(
&self,
buffer: &GLBuffer,
data: BufferData<T>,
target: BufferTarget,
mode: BufferUploadMode
)
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&self,
buffer: &GLBuffer,
data: BufferData<T>,
target: BufferTarget,
mode: BufferUploadMode
)
fn framebuffer_texture<'f>(
&self,
framebuffer: &'f Self::Framebuffer
) -> &'f Self::Texture
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&self,
framebuffer: &'f Self::Framebuffer
) -> &'f Self::Texture
fn destroy_framebuffer(&self, framebuffer: Self::Framebuffer) -> Self::Texture
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fn texture_format(&self, texture: &Self::Texture) -> TextureFormat
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fn texture_size(&self, texture: &Self::Texture) -> Vector2I
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fn set_texture_sampling_mode(
&self,
texture: &Self::Texture,
flags: TextureSamplingFlags
)
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&self,
texture: &Self::Texture,
flags: TextureSamplingFlags
)
fn upload_to_texture(
&self,
texture: &Self::Texture,
rect: RectI,
data: TextureDataRef
)
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&self,
texture: &Self::Texture,
rect: RectI,
data: TextureDataRef
)
fn read_pixels(
&self,
render_target: &RenderTarget<GLDevice>,
viewport: RectI
) -> GLTextureDataReceiver
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&self,
render_target: &RenderTarget<GLDevice>,
viewport: RectI
) -> GLTextureDataReceiver
fn begin_commands(&self)
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fn end_commands(&self)
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fn draw_arrays(&self, index_count: u32, render_state: &RenderState<Self>)
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fn draw_elements(&self, index_count: u32, render_state: &RenderState<Self>)
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fn draw_elements_instanced(
&self,
index_count: u32,
instance_count: u32,
render_state: &RenderState<Self>
)
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&self,
index_count: u32,
instance_count: u32,
render_state: &RenderState<Self>
)
fn create_timer_query(&self) -> GLTimerQuery
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fn begin_timer_query(&self, query: &Self::TimerQuery)
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fn end_timer_query(&self, _: &Self::TimerQuery)
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fn try_recv_timer_query(&self, query: &Self::TimerQuery) -> Option<Duration>
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fn recv_timer_query(&self, query: &Self::TimerQuery) -> Duration
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fn try_recv_texture_data(
&self,
receiver: &Self::TextureDataReceiver
) -> Option<TextureData>
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&self,
receiver: &Self::TextureDataReceiver
) -> Option<TextureData>
fn recv_texture_data(&self, receiver: &Self::TextureDataReceiver) -> TextureData
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fn bind_buffer(
&self,
vertex_array: &GLVertexArray,
buffer: &GLBuffer,
target: BufferTarget
)
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&self,
vertex_array: &GLVertexArray,
buffer: &GLBuffer,
target: BufferTarget
)
fn create_shader(
&self,
resources: &dyn ResourceLoader,
name: &str,
kind: ShaderKind
) -> Self::Shader
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&self,
resources: &dyn ResourceLoader,
name: &str,
kind: ShaderKind
) -> Self::Shader
fn create_texture_from_png(
&self,
resources: &dyn ResourceLoader,
name: &str
) -> Self::Texture
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&self,
resources: &dyn ResourceLoader,
name: &str
) -> Self::Texture
fn create_program_from_shader_names(
&self,
resources: &dyn ResourceLoader,
program_name: &str,
vertex_shader_name: &str,
fragment_shader_name: &str
) -> Self::Program
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&self,
resources: &dyn ResourceLoader,
program_name: &str,
vertex_shader_name: &str,
fragment_shader_name: &str
) -> Self::Program
fn create_program(
&self,
resources: &dyn ResourceLoader,
name: &str
) -> Self::Program
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&self,
resources: &dyn ResourceLoader,
name: &str
) -> Self::Program
Auto Trait Implementations
impl RefUnwindSafe for GLDevice
impl Send for GLDevice
impl Sync for GLDevice
impl Unpin for GLDevice
impl UnwindSafe for GLDevice
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
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T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
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T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
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T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
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impl<T> From<T> for T
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impl<T, U> Into<U> for T where
U: From<T>,
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U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
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U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
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impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
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U: TryFrom<T>,