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

GL resource factory.

Implementations

Create a new Factory.

Trait Implementations

Returns a copy of the value. Read more
Performs copy-assignment from source. Read more
Returns the capabilities of this Factory. This usually depends on the graphics API being used. Read more
Compiles a shader source into a Shader object that can be used to create a shader Program. Read more
Creates a new shader Program for the supplied ShaderSet.
Creates a new RawPipelineState. To create a safely typed PipelineState, see the FactoryExt trait and pso module, both in the gfx crate. Read more
Create a new empty raw texture with no data. The channel type parameter is a hint, required to assist backends that have no concept of typeless formats (OpenGL). The initial data, if given, has to be provided for all mip levels and slices: Slice0.Mip0, Slice0.Mip1, …, Slice1.Mip0, … Read more
Acquire a mapping Reader Read more
Acquire a mapping Writer Read more
Compiles a VertexShader from source.
Compiles a HullShader from source.
Compiles a VertexShader from source.
Compiles a GeometryShader from source.
Compiles a PixelShader from source. This is the same as what some APIs call a fragment shader. Read more

Auto Trait Implementations

Blanket Implementations

Gets the TypeId of self. Read more
Immutably borrows from an owned value. Read more
Mutably borrows from an owned value. Read more
Creates an immutable vertex buffer from the supplied vertices. A Slice will have to manually be constructed. Read more
Creates an immutable index buffer from the supplied vertices. Read more
Creates an immutable vertex buffer from the supplied vertices, together with a Slice from the supplied indices. Read more
Creates a constant buffer for num identical elements of type T.
Creates an upload buffer for num elements of type T.
Creates a download buffer for num elements of type T.
Creates a ShaderSet from the supplied vertex and pixel shader source code.
Creates a ShaderSet from the supplied vertex, geometry, and pixel shader source code. Mainly used for testing. Read more
Creates a ShaderSet from the supplied vertex, hull, domain, and pixel shader source code. Mainly used for testing. Read more
Creates a basic shader Program from the supplied vertex and pixel shader source code.
Similar to create_pipeline_from_program(..), but takes a ShaderSet as opposed to a shader Program. Read more
Creates a strongly typed PipelineState from its Init structure, a shader Program, a primitive type and a Rasterizer. Read more
Creates a strongly typed PipelineState from its Init structure. Automatically creates a shader Program from a vertex and pixel shader source, as well as a Rasterizer capable of rendering triangle faces without culling. Read more
Create a linear sampler with clamping to border.

Returns the argument unchanged.

Calls U::from(self).

That is, this conversion is whatever the implementation of From<T> for U chooses to do.

The alignment of pointer.
The type for initializers.
Initializes a with the given initializer. Read more
Dereferences the given pointer. Read more
Mutably dereferences the given pointer. Read more
Drops the object pointed to by the given pointer. Read more
Sets value as a parameter of self.
The resulting type after obtaining ownership.
Creates owned data from borrowed data, usually by cloning. Read more
Uses borrowed data to replace owned data, usually by cloning. Read more
The type returned in the event of a conversion error.
Performs the conversion.
The type returned in the event of a conversion error.
Performs the conversion.