Enum three::render::BackendResources
source · pub enum BackendResources {}
Trait Implementations
sourceimpl Buffer<Resources> for CommandBuffer
impl Buffer<Resources> for CommandBuffer
sourcefn bind_pipeline_state(&mut self, pso: PipelineState)
fn bind_pipeline_state(&mut self, pso: PipelineState)
Bind a pipeline state object
sourcefn bind_vertex_buffers(&mut self, vbs: VertexBufferSet<Resources>)
fn bind_vertex_buffers(&mut self, vbs: VertexBufferSet<Resources>)
Bind a complete set of vertex buffers
sourcefn bind_constant_buffers(&mut self, cbs: &[ConstantBufferParam<Resources>])
fn bind_constant_buffers(&mut self, cbs: &[ConstantBufferParam<Resources>])
Bind a complete set of constant buffers
sourcefn bind_global_constant(&mut self, loc: usize, value: UniformValue)
fn bind_global_constant(&mut self, loc: usize, value: UniformValue)
Bind a global constant
sourcefn bind_resource_views(&mut self, srvs: &[ResourceViewParam<Resources>])
fn bind_resource_views(&mut self, srvs: &[ResourceViewParam<Resources>])
Bind a complete set of shader resource views
sourcefn bind_unordered_views(&mut self, uavs: &[UnorderedViewParam<Resources>])
fn bind_unordered_views(&mut self, uavs: &[UnorderedViewParam<Resources>])
Bind a complete set of unordered access views
sourcefn bind_samplers(&mut self, ss: &[SamplerParam<Resources>])
fn bind_samplers(&mut self, ss: &[SamplerParam<Resources>])
Bind a complete set of samplers
sourcefn bind_pixel_targets(&mut self, pts: PixelTargetSet<Resources>)
fn bind_pixel_targets(&mut self, pts: PixelTargetSet<Resources>)
Bind a complete set of pixel targets, including multiple
colors views and an optional depth/stencil view. Read more
sourcefn bind_index(&mut self, buf: u32, itype: IndexType)
fn bind_index(&mut self, buf: u32, itype: IndexType)
Bind an index buffer
sourcefn set_scissor(&mut self, rect: Rect)
fn set_scissor(&mut self, rect: Rect)
Set scissor rectangle
sourcefn set_ref_values(&mut self, rv: RefValues)
fn set_ref_values(&mut self, rv: RefValues)
Set reference values for the blending and stencil front/back
sourcefn copy_buffer(
&mut self,
src: u32,
dst: u32,
src_offset_bytes: usize,
dst_offset_bytes: usize,
size_bytes: usize
)
fn copy_buffer(
&mut self,
src: u32,
dst: u32,
src_offset_bytes: usize,
dst_offset_bytes: usize,
size_bytes: usize
)
Copy part of a buffer to another
sourcefn copy_buffer_to_texture(
&mut self,
src: u32,
src_offset_bytes: usize,
dst: TextureCopyRegion<NewTexture>
)
fn copy_buffer_to_texture(
&mut self,
src: u32,
src_offset_bytes: usize,
dst: TextureCopyRegion<NewTexture>
)
Copy part of a buffer to a texture
sourcefn copy_texture_to_buffer(
&mut self,
src: TextureCopyRegion<NewTexture>,
dst: u32,
dst_offset_bytes: usize
)
fn copy_texture_to_buffer(
&mut self,
src: TextureCopyRegion<NewTexture>,
dst: u32,
dst_offset_bytes: usize
)
Copy part of a texture to a buffer
sourcefn copy_texture_to_texture(
&mut self,
src: TextureCopyRegion<NewTexture>,
dst: TextureCopyRegion<NewTexture>
)
fn copy_texture_to_texture(
&mut self,
src: TextureCopyRegion<NewTexture>,
dst: TextureCopyRegion<NewTexture>
)
Copy part of one texture into another
sourcefn update_buffer(&mut self, buf: u32, data: &[u8], offset_bytes: usize)
fn update_buffer(&mut self, buf: u32, data: &[u8], offset_bytes: usize)
Update a vertex/index/uniform buffer
sourcefn update_texture(&mut self, dst: TextureCopyRegion<NewTexture>, data: &[u8])
fn update_texture(&mut self, dst: TextureCopyRegion<NewTexture>, data: &[u8])
Update a texture
fn generate_mipmap(&mut self, srv: ResourceView)
sourcefn clear_color(&mut self, target: TargetView, value: ClearColor)
fn clear_color(&mut self, target: TargetView, value: ClearColor)
Clear color target
fn clear_depth_stencil(
&mut self,
target: TargetView,
depth: Option<f32>,
stencil: Option<u8>
)
sourceimpl Factory<Resources> for Factory
impl Factory<Resources> for Factory
sourcefn get_capabilities(&self) -> &Capabilities
fn get_capabilities(&self) -> &Capabilities
Returns the capabilities of this
Factory
. This usually depends on the graphics API being
used. Read morefn create_buffer_raw(
&mut self,
info: Info
) -> Result<RawBuffer<Resources>, CreationError>
fn create_buffer_immutable_raw(
&mut self,
data: &[u8],
stride: usize,
role: Role,
bind: Bind
) -> Result<RawBuffer<Resources>, CreationError>
sourcefn create_shader(
&mut self,
stage: Stage,
code: &[u8]
) -> Result<Shader<Resources>, CreateShaderError>
fn create_shader(
&mut self,
stage: Stage,
code: &[u8]
) -> Result<Shader<Resources>, CreateShaderError>
Compiles a shader source into a
Shader
object that can be used to create a shader
Program
. Read moresourcefn create_program(
&mut self,
shader_set: &ShaderSet<Resources>
) -> Result<Program<Resources>, CreateProgramError>
fn create_program(
&mut self,
shader_set: &ShaderSet<Resources>
) -> Result<Program<Resources>, CreateProgramError>
Creates a new shader
Program
for the supplied ShaderSet
.sourcefn create_pipeline_state_raw(
&mut self,
program: &Program<Resources>,
desc: &Descriptor
) -> Result<RawPipelineState<Resources>, CreationError>
fn create_pipeline_state_raw(
&mut self,
program: &Program<Resources>,
desc: &Descriptor
) -> Result<RawPipelineState<Resources>, CreationError>
Creates a new
RawPipelineState
. To create a safely typed PipelineState
, see the
FactoryExt
trait and pso
module, both in the gfx
crate. Read moresourcefn create_texture_raw(
&mut self,
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<(&[&[u8]], Mipmap)>
) -> Result<RawTexture<Resources>, CreationError>
fn create_texture_raw(
&mut self,
desc: Info,
hint: Option<ChannelType>,
data_opt: Option<(&[&[u8]], Mipmap)>
) -> Result<RawTexture<Resources>, CreationError>
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
fn view_buffer_as_shader_resource_raw(
&mut self,
hbuf: &RawBuffer<Resources>,
format: Format
) -> Result<RawShaderResourceView<Resources>, ResourceViewError>
fn view_buffer_as_unordered_access_raw(
&mut self,
_hbuf: &RawBuffer<Resources>
) -> Result<RawUnorderedAccessView<Resources>, ResourceViewError>
fn view_texture_as_shader_resource_raw(
&mut self,
htex: &RawTexture<Resources>,
desc: ResourceDesc
) -> Result<RawShaderResourceView<Resources>, ResourceViewError>
fn view_texture_as_unordered_access_raw(
&mut self,
_htex: &RawTexture<Resources>
) -> Result<RawUnorderedAccessView<Resources>, ResourceViewError>
fn view_texture_as_render_target_raw(
&mut self,
htex: &RawTexture<Resources>,
desc: RenderDesc
) -> Result<RawRenderTargetView<Resources>, TargetViewError>
fn view_texture_as_depth_stencil_raw(
&mut self,
htex: &RawTexture<Resources>,
desc: DepthStencilDesc
) -> Result<RawDepthStencilView<Resources>, TargetViewError>
fn create_sampler(&mut self, info: SamplerInfo) -> Sampler<Resources>
sourcefn read_mapping<T, 'a, 'b>(
&'a mut self,
buf: &'b Buffer<Resources, T>
) -> Result<Reader<'b, Resources, T>, Error>where
T: Copy,
fn read_mapping<T, 'a, 'b>(
&'a mut self,
buf: &'b Buffer<Resources, T>
) -> Result<Reader<'b, Resources, T>, Error>where
T: Copy,
Acquire a mapping Reader Read more
sourcefn write_mapping<T, 'a, 'b>(
&'a mut self,
buf: &'b Buffer<Resources, T>
) -> Result<Writer<'b, Resources, T>, Error>where
T: Copy,
fn write_mapping<T, 'a, 'b>(
&'a mut self,
buf: &'b Buffer<Resources, T>
) -> Result<Writer<'b, Resources, T>, Error>where
T: Copy,
Acquire a mapping Writer Read more
fn create_buffer_immutable<T>(
&mut self,
data: &[T],
role: Role,
bind: Bind
) -> Result<Buffer<R, T>, CreationError>where
T: Pod,
fn create_buffer<T>(
&mut self,
num: usize,
role: Role,
usage: Usage,
bind: Bind
) -> Result<Buffer<R, T>, CreationError>
fn create_shader_vertex(
&mut self,
code: &[u8]
) -> Result<VertexShader<R>, CreateShaderError>
fn create_shader_vertex(
&mut self,
code: &[u8]
) -> Result<VertexShader<R>, CreateShaderError>
Compiles a
VertexShader
from source.fn create_shader_hull(
&mut self,
code: &[u8]
) -> Result<HullShader<R>, CreateShaderError>
fn create_shader_hull(
&mut self,
code: &[u8]
) -> Result<HullShader<R>, CreateShaderError>
Compiles a
HullShader
from source.fn create_shader_domain(
&mut self,
code: &[u8]
) -> Result<DomainShader<R>, CreateShaderError>
fn create_shader_domain(
&mut self,
code: &[u8]
) -> Result<DomainShader<R>, CreateShaderError>
Compiles a
VertexShader
from source.fn create_shader_geometry(
&mut self,
code: &[u8]
) -> Result<GeometryShader<R>, CreateShaderError>
fn create_shader_geometry(
&mut self,
code: &[u8]
) -> Result<GeometryShader<R>, CreateShaderError>
Compiles a
GeometryShader
from source.fn create_shader_pixel(
&mut self,
code: &[u8]
) -> Result<PixelShader<R>, CreateShaderError>
fn create_shader_pixel(
&mut self,
code: &[u8]
) -> Result<PixelShader<R>, CreateShaderError>
Compiles a
PixelShader
from source. This is the same as what some APIs call a fragment
shader. Read morefn create_texture<S>(
&mut self,
kind: Kind,
levels: u8,
bind: Bind,
usage: Usage,
channel_hint: Option<ChannelType>
) -> Result<Texture<R, S>, CreationError>where
S: SurfaceTyped,
fn view_buffer_as_shader_resource<T>(
&mut self,
buf: &Buffer<R, T>
) -> Result<ShaderResourceView<R, T>, ResourceViewError>where
T: Formatted,
fn view_buffer_as_unordered_access<T>(
&mut self,
buf: &Buffer<R, T>
) -> Result<UnorderedAccessView<R, T>, ResourceViewError>
fn view_texture_as_shader_resource<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
levels: (u8, u8),
swizzle: Swizzle
) -> Result<ShaderResourceView<R, <T as Formatted>::View>, ResourceViewError>where
T: TextureFormat,
fn view_texture_as_unordered_access<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>
) -> Result<UnorderedAccessView<R, <T as Formatted>::View>, ResourceViewError>where
T: TextureFormat,
fn view_texture_as_render_target<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
level: u8,
layer: Option<u16>
) -> Result<RenderTargetView<R, T>, TargetViewError>where
T: RenderFormat,
fn view_texture_as_depth_stencil<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>,
level: u8,
layer: Option<u16>,
flags: DepthStencilFlags
) -> Result<DepthStencilView<R, T>, TargetViewError>where
T: DepthFormat,
fn view_texture_as_depth_stencil_trivial<T>(
&mut self,
tex: &Texture<R, <T as Formatted>::Surface>
) -> Result<DepthStencilView<R, T>, TargetViewError>where
T: DepthFormat,
fn create_texture_immutable_u8<T>(
&mut self,
kind: Kind,
mipmap: Mipmap,
data: &[&[u8]]
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>), CombinedError>where
T: TextureFormat,
fn create_texture_immutable<T>(
&mut self,
kind: Kind,
mipmap: Mipmap,
data: &[&[<<T as Formatted>::Surface as SurfaceTyped>::DataType]]
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>), CombinedError>where
T: TextureFormat,
fn create_render_target<T>(
&mut self,
width: u16,
height: u16
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>, RenderTargetView<R, T>), CombinedError>where
T: RenderFormat + TextureFormat,
fn create_depth_stencil<T>(
&mut self,
width: u16,
height: u16
) -> Result<(Texture<R, <T as Formatted>::Surface>, ShaderResourceView<R, <T as Formatted>::View>, DepthStencilView<R, T>), CombinedError>where
T: DepthFormat + TextureFormat,
fn create_depth_stencil_view_only<T>(
&mut self,
width: u16,
height: u16
) -> Result<DepthStencilView<R, T>, CombinedError>where
T: DepthFormat + TextureFormat,
sourceimpl Resources for Resources
impl Resources for Resources
type Buffer = u32
type Shader = u32
type Program = u32
type PipelineStateObject = PipelineState
type Texture = NewTexture
type RenderTargetView = TargetView
type DepthStencilView = TargetView
type ShaderResourceView = ResourceView
type UnorderedAccessView = ()
type Sampler = FatSampler
type Fence = Fence
type Mapping = MappingGate
impl Copy for Resources
impl Eq for Resources
impl StructuralEq for Resources
impl StructuralPartialEq for Resources
Auto Trait Implementations
impl RefUnwindSafe for Resources
impl Send for Resources
impl Sync for Resources
impl Unpin for Resources
impl UnwindSafe for Resources
Blanket Implementations
sourceimpl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
const: unstable · sourcefn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
impl<T> Pointable for T
impl<T> Pointable for T
impl<T> SetParameter for T
impl<T> SetParameter for T
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Resultwhere
T: Parameter<Self>,
fn set<T>(&mut self, value: T) -> <T as Parameter<Self>>::Resultwhere
T: Parameter<Self>,
Sets
value
as a parameter of self
.