[−][src]Struct pathfinder_gpu::RenderState
Fields
target: &'a RenderTarget<'a, D>
program: &'a D::Program
vertex_array: &'a D::VertexArray
primitive: Primitive
uniforms: &'a [(&'a D::Uniform, UniformData)]
textures: &'a [&'a D::Texture]
viewport: RectI
options: RenderOptions
Trait Implementations
impl<'a, D: Clone> Clone for RenderState<'a, D> where
D: Device,
D::Program: Clone,
D::VertexArray: Clone,
D::Uniform: Clone,
D::Texture: Clone,
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D: Device,
D::Program: Clone,
D::VertexArray: Clone,
D::Uniform: Clone,
D::Texture: Clone,
fn clone(&self) -> RenderState<'a, D>
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fn clone_from(&mut self, source: &Self)
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Auto Trait Implementations
impl<'a, D> RefUnwindSafe for RenderState<'a, D> where
<D as Device>::Framebuffer: RefUnwindSafe,
<D as Device>::Program: RefUnwindSafe,
<D as Device>::Texture: RefUnwindSafe,
<D as Device>::Uniform: RefUnwindSafe,
<D as Device>::VertexArray: RefUnwindSafe,
<D as Device>::Framebuffer: RefUnwindSafe,
<D as Device>::Program: RefUnwindSafe,
<D as Device>::Texture: RefUnwindSafe,
<D as Device>::Uniform: RefUnwindSafe,
<D as Device>::VertexArray: RefUnwindSafe,
impl<'a, D> Send for RenderState<'a, D> where
<D as Device>::Framebuffer: Sync,
<D as Device>::Program: Sync,
<D as Device>::Texture: Sync,
<D as Device>::Uniform: Sync,
<D as Device>::VertexArray: Sync,
<D as Device>::Framebuffer: Sync,
<D as Device>::Program: Sync,
<D as Device>::Texture: Sync,
<D as Device>::Uniform: Sync,
<D as Device>::VertexArray: Sync,
impl<'a, D> Sync for RenderState<'a, D> where
<D as Device>::Framebuffer: Sync,
<D as Device>::Program: Sync,
<D as Device>::Texture: Sync,
<D as Device>::Uniform: Sync,
<D as Device>::VertexArray: Sync,
<D as Device>::Framebuffer: Sync,
<D as Device>::Program: Sync,
<D as Device>::Texture: Sync,
<D as Device>::Uniform: Sync,
<D as Device>::VertexArray: Sync,
impl<'a, D> Unpin for RenderState<'a, D>
impl<'a, D> UnwindSafe for RenderState<'a, D> where
<D as Device>::Framebuffer: RefUnwindSafe,
<D as Device>::Program: RefUnwindSafe,
<D as Device>::Texture: RefUnwindSafe,
<D as Device>::Uniform: RefUnwindSafe,
<D as Device>::VertexArray: RefUnwindSafe,
<D as Device>::Framebuffer: RefUnwindSafe,
<D as Device>::Program: RefUnwindSafe,
<D as Device>::Texture: RefUnwindSafe,
<D as Device>::Uniform: RefUnwindSafe,
<D as Device>::VertexArray: RefUnwindSafe,
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> ToOwned for T where
T: Clone,
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T: Clone,
type Owned = T
The resulting type after obtaining ownership.
fn to_owned(&self) -> T
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fn clone_into(&self, target: &mut T)
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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>,