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BufferPush

Struct BufferPush 

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pub struct BufferPush<'a, C: GpuContext + ?Sized> {
    pub device: &'a C::Device,
    pub queue: &'a C::Queue,
    pub vertex_buffer: &'a C::VertexBuffer,
    pub current_texture: &'a C::Texture,
    pub mask_texture: &'a C::Texture,
    pub transform: &'a Affine,
    pub viewport_size: (u32, u32),
    pub clip: Option<Rect>,
}
Expand description

The data necessary to push buffer data to the GPU.

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§device: &'a C::Device

The device to render onto.

§queue: &'a C::Queue

The queue to push the operation into.

§vertex_buffer: &'a C::VertexBuffer

The vertex buffer to use when pushing data.

§current_texture: &'a C::Texture

The texture to use as the background.

§mask_texture: &'a C::Texture

The texture to use as the mask.

§transform: &'a Affine

The transformation to apply to the vertices.

§viewport_size: (u32, u32)

The size of the viewport.

§clip: Option<Rect>

The rectangle to clip vertices to.

This is sometimes known as the “scissor rect”.

Auto Trait Implementations§

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impl<'a, C> Freeze for BufferPush<'a, C>
where C: ?Sized,

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impl<'a, C> RefUnwindSafe for BufferPush<'a, C>

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impl<'a, C> Send for BufferPush<'a, C>
where <C as GpuContext>::Device: Sync, <C as GpuContext>::Queue: Sync, <C as GpuContext>::VertexBuffer: Sync, <C as GpuContext>::Texture: Sync, C: ?Sized,

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impl<'a, C> Sync for BufferPush<'a, C>
where <C as GpuContext>::Device: Sync, <C as GpuContext>::Queue: Sync, <C as GpuContext>::VertexBuffer: Sync, <C as GpuContext>::Texture: Sync, C: ?Sized,

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impl<'a, C> Unpin for BufferPush<'a, C>
where C: ?Sized,

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impl<'a, C> UnsafeUnpin for BufferPush<'a, C>
where C: ?Sized,

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impl<'a, C> UnwindSafe for BufferPush<'a, C>

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impl<T> Any for T
where T: 'static + ?Sized,

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where T: ?Sized,

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where T: ?Sized,

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