Cross-platform GPU device and surface management.
You can use this crate to multithread a graphics application so that rendering happens on multiple threads, sharing textures among them in the most efficient manner. It may also be useful as a lightweight framework for just initializing rendering in native applications. This is in contrast to crates like SDL, GLFW, winit, and Glutin, all of which have a broader focus in that they manage windowing and the event loop as well.
Various errors that methods can produce.
Describes the OpenGL version that is requested when a context is created.
Various data about the surface.
The API (OpenGL or OpenGL ES).