Context

Struct Context 

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pub struct Context { /* private fields */ }
Expand description

Contains the adapter, device, queue and RenderTarget.

A Context is created to initialize rendering to a window, canvas or texture.

use renderling::Context;

let ctx = Context::headless(100, 100);

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impl Context

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pub fn new( target: RenderTarget, adapter: impl Into<Arc<Adapter>>, device: impl Into<Arc<Device>>, queue: impl Into<Arc<Queue>>, ) -> Self

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pub async fn try_new_headless( width: u32, height: u32, backends: Option<Backends>, ) -> Result<Self, ContextError>

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pub async fn try_from_raw_window( width: u32, height: u32, backends: Option<Backends>, window: impl Into<SurfaceTarget<'static>>, ) -> Result<Self, ContextError>

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pub async fn from_window_async( backends: Option<Backends>, window: Arc<Window>, ) -> Self

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pub fn from_window(backends: Option<Backends>, window: Arc<Window>) -> Self

Create a new context from a winit::window::Window, blocking until it is created.

§Panics

Panics if the context cannot be created.

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pub fn try_from_raw_window_handle( window_handle: impl Into<SurfaceTarget<'static>>, width: u32, height: u32, backends: Option<Backends>, ) -> Result<Self, ContextError>

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pub fn try_from_window( backends: Option<Backends>, window: Arc<Window>, ) -> Result<Self, ContextError>

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pub fn headless(width: u32, height: u32) -> Self

Create a new headless renderer.

§Panics

This function will panic if an adapter cannot be found. For example this would happen on machines without a GPU.

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pub fn get_size(&self) -> UVec2

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pub fn set_size(&mut self, size: UVec2)

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pub fn create_texture<P>( &self, label: Option<&str>, img: &ImageBuffer<P, Vec<u8>>, ) -> Result<Texture, TextureError>
where P: PixelWithColorType, ImageBuffer<P, Vec<u8>>: GenericImage + Deref<Target = [u8]>,

Convenience method for creating textures from an image buffer.

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pub fn texture_from_wgpu_tex( &self, texture: impl Into<Arc<Texture>>, sampler: Option<SamplerDescriptor<'_>>, ) -> Texture

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pub fn get_device(&self) -> &Device

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pub fn get_queue(&self) -> &Queue

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pub fn get_adapter(&self) -> &Adapter

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pub fn get_adapter_owned(&self) -> Arc<Adapter>

Returns a the adapter in an owned wrapper.

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pub fn get_device_and_queue_owned(&self) -> (Arc<Device>, Arc<Queue>)

Returns a pair of the device and queue in an owned wrapper.

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pub fn get_render_target(&self) -> &RenderTarget

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pub fn get_next_frame(&self) -> Result<Frame, ContextError>

Get the next frame from the render target.

A surface context (window or canvas) will return the next swapchain texture.

A headless context will return the underlying headless texture.

Errs if the render target is a surface and there was an error getting the next swapchain texture. This can happen if the frame has already been acquired.

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pub fn set_default_atlas_texture_size(&self, size: impl Into<UVec3>) -> &Self

Set the default texture size for any atlas.

  • Width is size.x and must be a power of two.
  • Height is size.y, must match size.x and must be a power of two.
  • Layers is size.z and must be two or greater.
§Panics

Will panic if the above conditions are not met.

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pub fn with_default_atlas_texture_size(self, size: impl Into<UVec3>) -> Self

Set the default texture size for any atlas.

  • Width is size.x and must be a power of two.
  • Height is size.y, must match size.x and must be a power of two.
  • Layers is size.z and must be greater than zero.
§Panics

Will panic if the above conditions are not met.

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pub fn new_stage(&self) -> Stage

Create and return a new Stage renderer.

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