pub enum RenderCommand {
Start {
path_count: usize,
bounding_quad: [Vector4F; 4],
needs_readable_framebuffer: bool,
},
AllocateTexturePage {
page_id: TexturePageId,
descriptor: TexturePageDescriptor,
},
UploadTexelData {
texels: Arc<Vec<ColorU>>,
location: TextureLocation,
},
DeclareRenderTarget {
id: RenderTargetId,
location: TextureLocation,
},
UploadTextureMetadata(Vec<TextureMetadataEntry>),
AddFills(Vec<FillBatchEntry>),
FlushFills,
PushRenderTarget(RenderTargetId),
PopRenderTarget,
BeginTileDrawing,
DrawTiles(TileBatch),
Finish {
cpu_build_time: Duration,
},
}Variants§
Start
Fields
AllocateTexturePage
UploadTexelData
DeclareRenderTarget
UploadTextureMetadata(Vec<TextureMetadataEntry>)
AddFills(Vec<FillBatchEntry>)
FlushFills
PushRenderTarget(RenderTargetId)
PopRenderTarget
BeginTileDrawing
DrawTiles(TileBatch)
Finish
Trait Implementations§
Source§impl Debug for RenderCommand
impl Debug for RenderCommand
Auto Trait Implementations§
impl Freeze for RenderCommand
impl RefUnwindSafe for RenderCommand
impl Send for RenderCommand
impl Sync for RenderCommand
impl Unpin for RenderCommand
impl UnsafeUnpin for RenderCommand
impl UnwindSafe for RenderCommand
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left is true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self into a Left variant of Either<Self, Self>
if into_left(&self) returns true.
Converts self into a Right variant of Either<Self, Self>
otherwise. Read more