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#![allow(
clippy::too_many_arguments,
clippy::let_and_return,
clippy::from_over_into,
clippy::upper_case_acronyms
)]
use super::{Bitmap, Offscreen, Onscreen};
use std::fmt;
/// Data types for the components of a vertex attribute.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum AttributeType {
/// Data is the same size of a byte
Byte,
/// Data is the same size of an
/// unsigned byte
UnsignedByte,
/// Data is the same size of a short integer
Short,
/// Data is the same size of
/// an unsigned short integer
UnsignedShort,
/// Data is the same size of a float
Float,
}
impl fmt::Display for AttributeType {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"AttributeType::{}",
match *self {
AttributeType::Byte => "Byte",
AttributeType::UnsignedByte => "UnsignedByte",
AttributeType::Short => "Short",
AttributeType::UnsignedShort => "UnsignedShort",
AttributeType::Float => "Float",
}
)
}
}
/// Error codes that can be thrown when performing bitmap operations.
///
/// Note that `gdk_pixbuf_new_from_file` can also throw
/// errors directly from the underlying image loading library. For
/// example, if `GdkPixbuf` is used then errors ``GdkPixbufError``s
/// will be used directly.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum BitmapError {
/// Generic failure code, something went
/// wrong.
Failed,
/// Unknown image type.
UnknownType,
/// An image file was broken somehow.
CorruptImage,
}
impl fmt::Display for BitmapError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"BitmapError::{}",
match *self {
BitmapError::Failed => "Failed",
BitmapError::UnknownType => "UnknownType",
BitmapError::CorruptImage => "CorruptImage",
}
)
}
}
/// Error enumeration for the blend strings parser
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum BlendStringError {
/// Generic parse error
ParseError,
/// Argument parse error
ArgumentParseError,
/// Internal parser error
InvalidError,
/// Blend string not
/// supported by the GPU
GpuUnsupportedError,
}
impl fmt::Display for BlendStringError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"BlendStringError::{}",
match *self {
BlendStringError::ParseError => "ParseError",
BlendStringError::ArgumentParseError => "ArgumentParseError",
BlendStringError::InvalidError => "InvalidError",
BlendStringError::GpuUnsupportedError => "GpuUnsupportedError",
}
)
}
}
/// Error enumeration for `Buffer`
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum BufferError {
/// A buffer could not be mapped either
/// because the feature isn't supported or because a system
/// limitation was hit.
BufferErrorMap,
}
impl fmt::Display for BufferError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"BufferError::{}",
match *self {
BufferError::BufferErrorMap => "BufferErrorMap",
}
)
}
}
/// The update hint on a buffer.
///
/// Allows the user to give some detail on how often
/// the buffer data is going to be updated.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum BufferUpdateHint {
/// the buffer will not change over time
Static,
/// the buffer will change from time to time
Dynamic,
/// the buffer will be used once or a couple of
/// times
Stream,
}
impl Default for BufferUpdateHint {
fn default() -> Self {
Self::Static
}
}
impl fmt::Display for BufferUpdateHint {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"BufferUpdateHint::{}",
match *self {
BufferUpdateHint::Static => "Static",
BufferUpdateHint::Dynamic => "Dynamic",
BufferUpdateHint::Stream => "Stream",
}
)
}
}
/// Used to compare the depth of an incoming fragment
///
/// When using depth testing one of these functions is used to compare
/// the depth of an incoming fragment against the depth value currently
/// stored in the depth buffer. The fn is changed using
/// `DepthState::set_test_function`.
///
/// The test is only done when depth testing is explicitly enabled. (See
/// `DepthState::set_test_enabled`)
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum DepthTestFunction {
/// Never passes.
Never,
/// Passes if the fragment's depth
/// value is less than the value currently in the depth buffer.
Less,
/// Passes if the fragment's depth
/// value is equal to the value currently in the depth buffer.
Equal,
/// Passes if the fragment's depth
/// value is less or equal to the value currently in the depth buffer.
Lequal,
/// Passes if the fragment's depth
/// value is greater than the value currently in the depth buffer.
Greater,
/// Passes if the fragment's depth
/// value is not equal to the value currently in the depth buffer.
Notequal,
/// Passes if the fragment's depth
/// value greater than or equal to the value currently in the depth buffer.
Gequal,
/// Always passes.
Always,
}
impl fmt::Display for DepthTestFunction {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"DepthTestFunction::{}",
match *self {
DepthTestFunction::Never => "Never",
DepthTestFunction::Less => "Less",
DepthTestFunction::Equal => "Equal",
DepthTestFunction::Lequal => "Lequal",
DepthTestFunction::Greater => "Greater",
DepthTestFunction::Notequal => "Notequal",
DepthTestFunction::Gequal => "Gequal",
DepthTestFunction::Always => "Always",
}
)
}
}
/// Identifiers for underlying hardware drivers that may be used by
/// for rendering.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum Driver {
/// Implies no preference for which driver is used
Any,
/// A No-Op driver.
Nop,
/// An OpenGL driver.
Gl,
/// An OpenGL driver using the core GL 3.1 profile
Gl3,
/// An OpenGL ES 1.1 driver.
Gles1,
/// An OpenGL ES 2.0 driver.
Gles2,
/// A WebGL driver.
Webgl,
}
impl Default for Driver {
fn default() -> Self {
Self::Any
}
}
impl fmt::Display for Driver {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"Driver::{}",
match *self {
Driver::Any => "Any",
Driver::Nop => "Nop",
Driver::Gl => "Gl",
Driver::Gl3 => "Gl3",
Driver::Gles1 => "Gles1",
Driver::Gles2 => "Gles2",
Driver::Webgl => "Webgl",
}
)
}
}
/// All the capabilities that can vary between different GPUs supported.
///
/// Applications that depend on any of these features should explicitly
/// check for them using `has_feature` or `has_features`.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum FeatureID {
/// The hardware supports non power
/// of two textures, but you also need to check the
/// `FeatureID::OglFeatureIdTextureNpotMipmap` and `FeatureID::OglFeatureIdTextureNpotRepeat`
/// features to know if the hardware supports npot texture mipmaps
/// or repeat modes other than
/// `PipelineWrapMode::ClampToEdge` respectively.
OglFeatureIdTextureNpotBasic,
/// Mipmapping is supported in
/// conjuntion with non power of two textures.
OglFeatureIdTextureNpotMipmap,
/// Repeat modes other than
/// `PipelineWrapMode::ClampToEdge` are supported by the
/// hardware.
OglFeatureIdTextureNpotRepeat,
/// Non power of two textures are supported
/// by the hardware. This is a equivalent to the
/// `FeatureID::OglFeatureIdTextureNpotBasic`, `FeatureID::OglFeatureIdTextureNpotMipmap`
/// and `FeatureID::OglFeatureIdTextureNpotRepeat` features combined.
OglFeatureIdTextureNpot,
/// Support for rectangular
/// textures with non-normalized texture coordinates.
OglFeatureIdTextureRectangle,
/// 3D texture support
OglFeatureIdTexture3d,
/// GLSL support
OglFeatureIdGlsl,
/// ARBFP support
OglFeatureIdArbfp,
/// Offscreen rendering support
OglFeatureIdOffscreen,
/// Multisample support for
/// offscreen framebuffers
OglFeatureIdOffscreenMultisample,
/// Multiple onscreen framebuffers
/// supported.
OglFeatureIdOnscreenMultiple,
/// Set if
/// `IndicesType::Int` is supported in
/// `Indices::new`.
OglFeatureIdUnsignedIntIndices,
/// `pipeline_set_depth_range` support
OglFeatureIdDepthRange,
/// Whether
/// `Pipeline::set_layer_point_sprite_coords_enabled` is supported.
OglFeatureIdPointSprite,
/// Whether `buffer_map` is
/// supported with BufferAccess including read support.
OglFeatureIdMapBufferForRead,
/// Whether `buffer_map` is
/// supported with BufferAccess including write support.
OglFeatureIdMapBufferForWrite,
/// Whether
/// `PipelineWrapMode::MirroredRepeat` is supported.
OglFeatureIdMirroredRepeat,
/// Available if the window system supports reporting an event
/// for swap buffer completions.
OglFeatureIdSwapBuffersEvent,
/// Whether creating new GLES2 contexts is
/// suported.
OglFeatureIdGles2Context,
/// Whether `Framebuffer` support rendering
/// the depth buffer to a texture.
OglFeatureIdDepthTexture,
/// Whether frame presentation
/// time stamps will be recorded in `FrameInfo` objects.
OglFeatureIdPresentationTime,
OglFeatureIdFence,
/// Whether point_size_in
/// can be used as an attribute to set a per-vertex point size.
OglFeatureIdPerVertexPointSize,
/// Support for
/// `TextureComponents::Rg` as the internal components of a
/// texture.
OglFeatureIdTextureRg,
/// Available if the age of `Onscreen` back
/// buffers are tracked and so `Onscreen::get_buffer_age` can be
/// expected to return age values other than 0.
OglFeatureIdBufferAge,
}
impl fmt::Display for FeatureID {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"FeatureID::{}",
match *self {
FeatureID::OglFeatureIdTextureNpotBasic => "OglFeatureIdTextureNpotBasic",
FeatureID::OglFeatureIdTextureNpotMipmap => "OglFeatureIdTextureNpotMipmap",
FeatureID::OglFeatureIdTextureNpotRepeat => "OglFeatureIdTextureNpotRepeat",
FeatureID::OglFeatureIdTextureNpot => "OglFeatureIdTextureNpot",
FeatureID::OglFeatureIdTextureRectangle => "OglFeatureIdTextureRectangle",
FeatureID::OglFeatureIdTexture3d => "OglFeatureIdTexture3d",
FeatureID::OglFeatureIdGlsl => "OglFeatureIdGlsl",
FeatureID::OglFeatureIdArbfp => "OglFeatureIdArbfp",
FeatureID::OglFeatureIdOffscreen => "OglFeatureIdOffscreen",
FeatureID::OglFeatureIdOffscreenMultisample => "OglFeatureIdOffscreenMultisample",
FeatureID::OglFeatureIdOnscreenMultiple => "OglFeatureIdOnscreenMultiple",
FeatureID::OglFeatureIdUnsignedIntIndices => "OglFeatureIdUnsignedIntIndices",
FeatureID::OglFeatureIdDepthRange => "OglFeatureIdDepthRange",
FeatureID::OglFeatureIdPointSprite => "OglFeatureIdPointSprite",
FeatureID::OglFeatureIdMapBufferForRead => "OglFeatureIdMapBufferForRead",
FeatureID::OglFeatureIdMapBufferForWrite => "OglFeatureIdMapBufferForWrite",
FeatureID::OglFeatureIdMirroredRepeat => "OglFeatureIdMirroredRepeat",
FeatureID::OglFeatureIdSwapBuffersEvent => "OglFeatureIdSwapBuffersEvent",
FeatureID::OglFeatureIdGles2Context => "OglFeatureIdGles2Context",
FeatureID::OglFeatureIdDepthTexture => "OglFeatureIdDepthTexture",
FeatureID::OglFeatureIdPresentationTime => "OglFeatureIdPresentationTime",
FeatureID::OglFeatureIdFence => "OglFeatureIdFence",
FeatureID::OglFeatureIdPerVertexPointSize => "OglFeatureIdPerVertexPointSize",
FeatureID::OglFeatureIdTextureRg => "OglFeatureIdTextureRg",
FeatureID::OglFeatureIdBufferAge => "OglFeatureIdBufferAge",
}
)
}
}
/// Return values for the `XlibFilterFunc` and `Win32FilterFunc` functions.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum FilterReturn {
/// The event was not handled, continues the
/// processing
Continue,
/// Remove the event, stops the processing
Remove,
}
impl fmt::Display for FilterReturn {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"FilterReturn::{}",
match *self {
FilterReturn::Continue => "Continue",
FilterReturn::Remove => "Remove",
}
)
}
}
/// Determines the equation used to calculate the blend
/// factor while fogging is enabled.
///
/// The simplest `FogMode::Linear` mode
/// determines f as:
///
/// ```text
/// f = end - eye_distance / end - start
/// ```
///
/// Where eye_distance is the distance of the current fragment in eye
/// coordinates from the origin.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum FogMode {
/// Calculates the fog blend factor as:
///
/// ```text
/// f = end - eye_distance / end - start
/// ```
Linear,
/// Calculates the fog blend factor as:
///
/// ```text
/// f = e ^ -(density * eye_distance)
/// ```
Exponential,
/// Calculates the fog blend factor as:
///
/// ```text
/// f = e ^ -(density * eye_distance)^2
/// ```
ExponentialSquared,
}
impl fmt::Display for FogMode {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"FogMode::{}",
match *self {
FogMode::Linear => "Linear",
FogMode::Exponential => "Exponential",
FogMode::ExponentialSquared => "ExponentialSquared",
}
)
}
}
/// Identifiers that are passed to `FrameCallback` functions.
///
/// Identifiers that are passed to `FrameCallback` functions
/// (registered using `Onscreen::add_frame_callback`) that
/// mark the progression of a frame in some way which usually
/// means that new information will have been accumulated in the
/// frame's corresponding `FrameInfo` object::
///
/// The last event that will be sent for a frame will be a
/// `FrameEvent::Complete` event and so these are a good
/// opportunity to collect statistics about a frame since the
/// `FrameInfo` should hold the most data at this point.
///
/// A frame may not be completed before the next frame can start
/// so applications should avoid needing to collect all statistics for
/// a particular frame before they can start a new frame.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum FrameEvent {
/// Notifies that the system compositor has
/// acknowledged a frame and is ready for a
/// new frame to be created.
Sync,
/// Notifies that a frame has ended. This
/// is a good time for applications to
/// collect statistics about the frame
/// since the `FrameInfo` should hold
/// the most data at this point. No other
/// events should be expected after a
/// `FrameEvent::Complete` event.
Complete,
}
impl fmt::Display for FrameEvent {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"FrameEvent::{}",
match *self {
FrameEvent::Sync => "Sync",
FrameEvent::Complete => "Complete",
}
)
}
}
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum FramebufferError {
FramebufferErrorAllocate,
}
impl fmt::Display for FramebufferError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"FramebufferError::{}",
match *self {
FramebufferError::FramebufferErrorAllocate => "FramebufferErrorAllocate",
}
)
}
}
// XXX: The order of these indices determines the order they are
// flushed.
//
// Flushing clip state may trash the modelview and projection matrices
// so we must do it before flushing the matrices.
//
pub enum FramebufferStateIndex {
Bind = 0,
ViewPort = 1,
Clip = 2,
Dither = 3,
ModelView = 4,
Projection = 5,
ColorMask = 6,
FrontFaceWinding = 7,
DepthWrite = 8,
StereoMode = 9,
Max = 10,
}
pub enum FramebufferState {
Bind = 1 << 0,
ViewPort = 1 << 1,
Clip = 1 << 2,
Dither = 1 << 3,
ModelView = 1 << 4,
Projection = 1 << 5,
ColorMask = 1 << 6,
FrontFaceWinding = 1 << 7,
DepthWrite = 1 << 8,
StereoMode = 1 << 9,
}
#[derive(Debug)]
pub enum FramebufferType {
OnScreen(Onscreen),
OffScreen(Offscreen),
}
impl Default for FramebufferType {
fn default() -> Self {
Self::OnScreen(Default::default())
}
}
/// Error codes that relate to the gles2_context api.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum GLES2ContextError {
/// Creating GLES2 contexts
/// isn't supported. Applications should use `has_feature` to
/// check for the `FeatureID::OglFeatureIdGles2Context`.
Unsupported,
/// An underlying driver error
/// occured.
Driver,
}
impl fmt::Display for GLES2ContextError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"GLES2ContextError::{}",
match *self {
GLES2ContextError::Unsupported => "Unsupported",
GLES2ContextError::Driver => "Driver",
}
)
}
}
/// Indices type
///
/// You should aim to use the smallest data type that gives you enough
/// range, since it reduces the size of your index array and can help
/// reduce the demand on memory bandwidth.
///
/// Note that `IndicesType::Int` is only supported if the
/// `FeatureID::OglFeatureIdUnsignedIntIndices` feature is available. This
/// should always be available on OpenGL but on OpenGL ES it will only
/// be available if the GL_OES_element_index_uint extension is
/// advertized.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum IndicesType {
/// Your indices are unsigned bytes
Byte,
/// Your indices are unsigned shorts
Short,
/// Your indices are unsigned ints
Int,
}
impl fmt::Display for IndicesType {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"IndicesType::{}",
match *self {
IndicesType::Byte => "Byte",
IndicesType::Short => "Short",
IndicesType::Int => "Int",
}
)
}
}
/// Material alpha testing function
///
/// Alpha testing happens before blending primitives with the framebuffer and
/// gives an opportunity to discard fragments based on a comparison with the
/// incoming alpha value and a reference alpha value. The `MaterialAlphaFunc`
/// determines how the comparison is done.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum MaterialAlphaFunc {
/// Never let the fragment through.
Never,
/// Let the fragment through if the incoming
/// alpha value is less than the reference alpha value
Less,
/// Let the fragment through if the incoming
/// alpha value equals the reference alpha value
Equal,
/// Let the fragment through if the incoming
/// alpha value is less than or equal to the reference alpha value
Lequal,
/// Let the fragment through if the incoming
/// alpha value is greater than the reference alpha value
Greater,
/// Let the fragment through if the incoming
/// alpha value does not equal the reference alpha value
Notequal,
/// Let the fragment through if the incoming
/// alpha value is greater than or equal to the reference alpha value.
Gequal,
/// Always let the fragment through.
Always,
}
impl fmt::Display for MaterialAlphaFunc {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"MaterialAlphaFunc::{}",
match *self {
MaterialAlphaFunc::Never => "Never",
MaterialAlphaFunc::Less => "Less",
MaterialAlphaFunc::Equal => "Equal",
MaterialAlphaFunc::Lequal => "Lequal",
MaterialAlphaFunc::Greater => "Greater",
MaterialAlphaFunc::Notequal => "Notequal",
MaterialAlphaFunc::Gequal => "Gequal",
MaterialAlphaFunc::Always => "Always",
}
)
}
}
/// Material texture filtering.
///
/// Texture filtering is used whenever the current pixel maps either to more
/// than one texture element (texel) or less than one. These filter enums
/// correspond to different strategies used to come up with a pixel color, by
/// possibly referring to multiple neighbouring texels and taking a weighted
/// average or simply using the nearest texel.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum MaterialFilter {
/// Measuring in manhatten distance from the,
/// current pixel center, use the nearest texture texel
Nearest,
/// Use the weighted average of the 4 texels
/// nearest the current pixel center
Linear,
/// Select the mimap level whose
/// texel size most closely matches the current pixel, and use the
/// `MaterialFilter::Nearest` criterion
NearestMipmapNearest,
/// Select the mimap level whose
/// texel size most closely matches the current pixel, and use the
/// `MaterialFilter::Linear` criterion
LinearMipmapNearest,
/// Select the two mimap levels
/// whose texel size most closely matches the current pixel, use
/// the `MaterialFilter::Nearest` criterion on each one and take
/// their weighted average
NearestMipmapLinear,
/// Select the two mimap levels
/// whose texel size most closely matches the current pixel, use
/// the `MaterialFilter::Linear` criterion on each one and take
/// their weighted average
LinearMipmapLinear,
}
impl fmt::Display for MaterialFilter {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"MaterialFilter::{}",
match *self {
MaterialFilter::Nearest => "Nearest",
MaterialFilter::Linear => "Linear",
MaterialFilter::NearestMipmapNearest => "NearestMipmapNearest",
MaterialFilter::LinearMipmapNearest => "LinearMipmapNearest",
MaterialFilter::NearestMipmapLinear => "NearestMipmapLinear",
MaterialFilter::LinearMipmapLinear => "LinearMipmapLinear",
}
)
}
}
/// Available types of layers for a Material.
///
/// This enumeration might be expanded in later versions.
///
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum MaterialLayerType {
/// The layer represents a
/// <link linkend="Textures">texture`</link>`
Texture,
}
impl fmt::Display for MaterialLayerType {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"MaterialLayerType::{}",
match *self {
MaterialLayerType::Texture => "Texture",
}
)
}
}
/// Material texture wrap mode
///
/// The wrap mode specifies what happens when texture coordinates
/// outside the range 0→1 are used. Note that if the filter mode is
/// anything but `MaterialFilter::Nearest` then texels outside the
/// range 0→1 might be used even when the coordinate is exactly 0 or 1
/// because OpenGL will try to sample neighbouring pixels. For example
/// if you are trying to render the full texture then you may get
/// artifacts around the edges when the pixels from the other side are
/// merged in if the wrap mode is set to repeat.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum MaterialWrapMode {
/// The texture will be repeated. This
/// is useful for example to draw a tiled background.
Repeat,
/// The coordinates outside the
/// range 0→1 will sample copies of the edge pixels of the
/// texture. This is useful to avoid artifacts if only one copy of
/// the texture is being rendered.
ClampToEdge,
/// will try to automatically
/// decide which of the above two to use. For `rectangle`, it
/// will use repeat mode if any of the texture coordinates are
/// outside the range 0→1, otherwise it will use clamp to edge. For
/// `polygon` it will always use repeat mode. For
/// `vertex_buffer_draw` it will use repeat mode except for
/// layers that have point sprite coordinate generation enabled. This
/// is the default value.
Automatic,
}
impl fmt::Display for MaterialWrapMode {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"MaterialWrapMode::{}",
match *self {
MaterialWrapMode::Repeat => "Repeat",
MaterialWrapMode::ClampToEdge => "ClampToEdge",
MaterialWrapMode::Automatic => "Automatic",
}
)
}
}
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum OffscreenAllocateFlags {
None = 0,
DepthStencil = 1 << 0,
Depth = 1 << 1,
Stencil = 1 << 2,
}
// Flags to pass to _offscreen_new_with_texture_full
#[derive(Debug, Clone, PartialEq, Eq)]
pub enum OffscreenFlags {
None = 0,
DisableDepthAndStencil = 1,
}
/// Aplha testing function.
///
/// Alpha testing happens before blending primitives with the framebuffer and
/// gives an opportunity to discard fragments based on a comparison with the
/// incoming alpha value and a reference alpha value. The `PipelineAlphaFunc`
/// determines how the comparison is done.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum PipelineAlphaFunc {
/// Never let the fragment through.
Never,
/// Let the fragment through if the incoming
/// alpha value is less than the reference alpha value
Less,
/// Let the fragment through if the incoming
/// alpha value equals the reference alpha value
Equal,
/// Let the fragment through if the incoming
/// alpha value is less than or equal to the reference alpha value
Lequal,
/// Let the fragment through if the incoming
/// alpha value is greater than the reference alpha value
Greater,
/// Let the fragment through if the incoming
/// alpha value does not equal the reference alpha value
Notequal,
/// Let the fragment through if the incoming
/// alpha value is greater than or equal to the reference alpha value.
Gequal,
/// Always let the fragment through.
Always,
}
impl fmt::Display for PipelineAlphaFunc {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"PipelineAlphaFunc::{}",
match *self {
PipelineAlphaFunc::Never => "Never",
PipelineAlphaFunc::Less => "Less",
PipelineAlphaFunc::Equal => "Equal",
PipelineAlphaFunc::Lequal => "Lequal",
PipelineAlphaFunc::Greater => "Greater",
PipelineAlphaFunc::Notequal => "Notequal",
PipelineAlphaFunc::Gequal => "Gequal",
PipelineAlphaFunc::Always => "Always",
}
)
}
}
/// Specifies which faces should be culled.
///
/// This can be set on a pipeline using `Pipeline::set_cull_face_mode`.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum PipelineCullFaceMode {
/// Neither face will be
/// culled. This is the default.
None,
/// Front faces will be culled.
Front,
/// Back faces will be culled.
Back,
/// All faces will be culled.
Both,
}
impl fmt::Display for PipelineCullFaceMode {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"PipelineCullFaceMode::{}",
match *self {
PipelineCullFaceMode::None => "None",
PipelineCullFaceMode::Front => "Front",
PipelineCullFaceMode::Back => "Back",
PipelineCullFaceMode::Both => "Both",
}
)
}
}
/// Pipeline texture filtering.
///
/// Texture filtering is used whenever the current pixel maps either to more
/// than one texture element (texel) or less than one. These filter enums
/// correspond to different strategies used to come up with a pixel color, by
/// possibly referring to multiple neighbouring texels and taking a weighted
/// average or simply using the nearest texel.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum PipelineFilter {
/// Measuring in manhatten distance from the,
/// current pixel center, use the nearest texture texel
Nearest,
/// Use the weighted average of the 4 texels
/// nearest the current pixel center
Linear,
/// Select the mimap level whose
/// texel size most closely matches the current pixel, and use the
/// `PipelineFilter::Nearest` criterion
NearestMipmapNearest,
/// Select the mimap level whose
/// texel size most closely matches the current pixel, and use the
/// `PipelineFilter::Linear` criterion
LinearMipmapNearest,
/// Select the two mimap levels
/// whose texel size most closely matches the current pixel, use
/// the `PipelineFilter::Nearest` criterion on each one and take
/// their weighted average
NearestMipmapLinear,
/// Select the two mimap levels
/// whose texel size most closely matches the current pixel, use
/// the `PipelineFilter::Linear` criterion on each one and take
/// their weighted average
LinearMipmapLinear,
}
impl fmt::Display for PipelineFilter {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"PipelineFilter::{}",
match *self {
PipelineFilter::Nearest => "Nearest",
PipelineFilter::Linear => "Linear",
PipelineFilter::NearestMipmapNearest => "NearestMipmapNearest",
PipelineFilter::LinearMipmapNearest => "LinearMipmapNearest",
PipelineFilter::NearestMipmapLinear => "NearestMipmapLinear",
PipelineFilter::LinearMipmapLinear => "LinearMipmapLinear",
}
)
}
}
/// Pipeline texture wrap mode.
///
/// The wrap mode specifies what happens when texture coordinates
/// outside the range 0→1 are used. Note that if the filter mode is
/// anything but `PipelineFilter::Nearest` then texels outside the
/// range 0→1 might be used even when the coordinate is exactly 0 or 1
/// because OpenGL will try to sample neighbouring pixels. For example
/// if you are trying to render the full texture then you may get
/// artifacts around the edges when the pixels from the other side are
/// merged in if the wrap mode is set to repeat.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum PipelineWrapMode {
/// The texture will be repeated. This
/// is useful for example to draw a tiled background.
Repeat,
MirroredRepeat,
/// The coordinates outside the
/// range 0→1 will sample copies of the edge pixels of the
/// texture. This is useful to avoid artifacts if only one copy of
/// the texture is being rendered.
ClampToEdge,
/// will try to automatically
/// decide which of the above two to use. For `rectangle`, it
/// will use repeat mode if any of the texture coordinates are
/// outside the range 0→1, otherwise it will use clamp to edge. For
/// `polygon` it will always use repeat mode. For
/// `vertex_buffer_draw` it will use repeat mode except for
/// layers that have point sprite coordinate generation enabled. This
/// is the default value.
///
Automatic,
}
impl fmt::Display for PipelineWrapMode {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"PipelineWrapMode::{}",
match *self {
PipelineWrapMode::Repeat => "Repeat",
PipelineWrapMode::MirroredRepeat => "MirroredRepeat",
PipelineWrapMode::ClampToEdge => "ClampToEdge",
PipelineWrapMode::Automatic => "Automatic",
}
)
}
}
const BIT_A: u32 = 1 << 4;
const BIT_BGR: u32 = 1 << 5;
const BIT_AFIRST: u32 = 1 << 6;
const BIT_PREMULT: u32 = 1 << 7;
const BIT_DEPTH: u32 = 1 << 8;
const BIT_STENCIL: u32 = 1 << 9;
/// Pixel formats definitions.
///
/// For the formats with a byte per
/// component, the order of the components specify the order in
/// increasing memory addresses. So for example
/// `PixelFormat::Rgb888` would have the red component in the
/// lowest address, green in the next address and blue after that
/// regardless of the endianness of the system.
///
/// For the formats with non byte aligned components the component
/// order specifies the order within a 16-bit or 32-bit number from
/// most significant bit to least significant. So for
/// `PixelFormat::Rgb565`, the red component would be in bits
/// 11-15, the green component would be in 6-11 and the blue component
/// would be in 1-5. Therefore the order in memory depends on the
/// endianness of the system.
///
/// When uploading a texture `PixelFormat::Any` can be used as the
/// internal format. will try to pick the best format to use
/// internally and convert the texture data if necessary.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
#[repr(u32)]
pub enum PixelFormat {
/// Any format
Any = 0,
/// 8 bits alpha mask
A8 = 1 | BIT_A,
/// RGB, 16 bits
Rgb565 = 4,
/// RGBA, 16 bits
Rgba4444 = 5 | BIT_A,
/// RGBA, 16 bits
Rgba5551 = 6 | BIT_A,
/// Not currently supported
Yuv = 7,
/// Single luminance component
G8 = 8,
/// RG, 16 bits. Note that red-green textures
/// are only available if `FeatureID::OglFeatureIdTextureRg` is advertised.
/// See `Texture::set_components` for details.
Rg88 = 9,
/// RGB, 24 bits
Rgb888 = 2,
/// BGR, 24 bits
Bgr888 = 2 | BIT_BGR,
/// RGBA, 32 bits
Rgba8888 = 3 | BIT_A,
/// BGRA, 32 bits
Bgra8888 = 3 | BIT_A | BIT_BGR,
/// ARGB, 32 bits
Argb8888 = 3 | BIT_A | BIT_AFIRST,
/// ABGR, 32 bits
Abgr8888 = 3 | BIT_A | BIT_BGR | BIT_AFIRST,
/// RGBA, 32 bits, 10 bpc
Rgba1010102 = 13 | BIT_A,
/// BGRA, 32 bits, 10 bpc
Bgra1010102 = 13 | BIT_A | BIT_BGR,
/// ARGB, 32 bits, 10 bpc
Argb2101010 = 13 | BIT_A | BIT_AFIRST,
/// ABGR, 32 bits, 10 bpc
Abgr2101010 = 13 | BIT_A | BIT_BGR | BIT_AFIRST,
/// Premultiplied RGBA, 32 bits
Rgba8888Pre = 3 | BIT_A | BIT_PREMULT,
/// Premultiplied BGRA, 32 bits
Bgra8888Pre = 3 | BIT_A | BIT_PREMULT | BIT_BGR,
/// Premultiplied ARGB, 32 bits
Argb8888Pre = 3 | BIT_A | BIT_PREMULT | BIT_AFIRST,
/// Premultiplied ABGR, 32 bits
Abgr8888Pre = 3 | BIT_A | BIT_PREMULT | BIT_BGR | BIT_AFIRST,
/// Premultiplied RGBA, 16 bits
Rgba4444Pre = (5 | BIT_A) | BIT_A | BIT_PREMULT,
/// Premultiplied RGBA, 16 bits
Rgba5551Pre = (6 | BIT_A) | BIT_A | BIT_PREMULT,
/// Premultiplied RGBA, 32 bits, 10 bpc
Rgba1010102Pre = (13 | BIT_A) | BIT_PREMULT,
/// Premultiplied BGRA, 32 bits, 10 bpc
Bgra1010102Pre = (13 | BIT_A | BIT_BGR) | BIT_PREMULT,
/// Premultiplied ARGB, 32 bits, 10 bpc
Argb2101010Pre = (13 | BIT_A | BIT_AFIRST) | BIT_PREMULT,
/// Premultiplied ABGR, 32 bits, 10 bpc
Abgr2101010Pre = (13 | BIT_A | BIT_BGR | BIT_AFIRST) | BIT_PREMULT,
Depth16 = (9 | BIT_DEPTH),
Depth32 = (3 | BIT_DEPTH),
Depth24Stencil8 = (3 | BIT_DEPTH | BIT_STENCIL),
}
impl PixelFormat {
// Returns the number of bytes-per-pixel of a given format. The bpp
// can be extracted from the least significant nibble of the pixel
// format (see PixelFormat).
//
// The mapping is the following (see discussion on bug #660188):
//
// 0 = undefined
// 1, 8 = 1 bpp (e.g. A_8, G_8)
// 2 = 3 bpp, aligned (e.g. 888)
// 3 = 4 bpp, aligned (e.g. 8888)
// 4-6 = 2 bpp, not aligned (e.g. 565, 4444, 5551)
// 7 = undefined yuv
// 9 = 2 bpp, aligned
// 10 = undefined
// 11 = undefined
// 12 = 3 bpp, not aligned
// 13 = 4 bpp, not aligned (e.g. 2101010)
// 14-15 = undefined
pub fn bytes_per_pixel(&self) -> u32 {
let bpp: [u32; 16] = [0, 1, 3, 4, 2, 2, 2, 0, 1, 2, 0, 0, 3, 4, 0, 0];
let idx = *self as usize & 0xf;
bpp[idx]
}
}
impl Default for PixelFormat {
fn default() -> Self {
Self::Rgba8888
}
}
impl fmt::Display for PixelFormat {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"PixelFormat::{}",
match *self {
PixelFormat::Any => "Any",
PixelFormat::A8 => "A8",
PixelFormat::Rgb565 => "Rgb565",
PixelFormat::Rgba4444 => "Rgba4444",
PixelFormat::Rgba5551 => "Rgba5551",
PixelFormat::Yuv => "Yuv",
PixelFormat::G8 => "G8",
PixelFormat::Rg88 => "Rg88",
PixelFormat::Rgb888 => "Rgb888",
PixelFormat::Bgr888 => "Bgr888",
PixelFormat::Rgba8888 => "Rgba8888",
PixelFormat::Bgra8888 => "Bgra8888",
PixelFormat::Argb8888 => "Argb8888",
PixelFormat::Abgr8888 => "Abgr8888",
PixelFormat::Rgba1010102 => "Rgba1010102",
PixelFormat::Bgra1010102 => "Bgra1010102",
PixelFormat::Argb2101010 => "Argb2101010",
PixelFormat::Abgr2101010 => "Abgr2101010",
PixelFormat::Rgba8888Pre => "Rgba8888Pre",
PixelFormat::Bgra8888Pre => "Bgra8888Pre",
PixelFormat::Argb8888Pre => "Argb8888Pre",
PixelFormat::Abgr8888Pre => "Abgr8888Pre",
PixelFormat::Rgba4444Pre => "Rgba4444Pre",
PixelFormat::Rgba5551Pre => "Rgba5551Pre",
PixelFormat::Rgba1010102Pre => "Rgba1010102Pre",
PixelFormat::Bgra1010102Pre => "Bgra1010102Pre",
PixelFormat::Argb2101010Pre => "Argb2101010Pre",
PixelFormat::Abgr2101010Pre => "Abgr2101010Pre",
PixelFormat::Depth16 => "Depth16",
PixelFormat::Depth32 => "Depth32",
PixelFormat::Depth24Stencil8 => "Depth24Stencil8",
}
)
}
}
/// A bitmask of events that may need to wake on for a file
/// descriptor.
///
/// Note that these all have the same values as the
/// corresponding defines for the poll fn call on Unix so they
/// may be directly passed to poll.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum PollFDEvent {
/// there is data to read
In,
/// data can be written (without blocking)
Pri,
/// there is urgent data to read.
Out,
/// error condition
Err,
/// hung up (the connection has been broken, usually
/// for pipes and sockets).
Hup,
/// invalid request. The file descriptor is not open.
Nval,
}
impl fmt::Display for PollFDEvent {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"PollFDEvent::{}",
match *self {
PollFDEvent::In => "In",
PollFDEvent::Pri => "Pri",
PollFDEvent::Out => "Out",
PollFDEvent::Err => "Err",
PollFDEvent::Hup => "Hup",
PollFDEvent::Nval => "Nval",
}
)
}
}
// Private flags that can internally be added to ReadPixelsFlags
pub enum PrivateReadPixelsFlags {
// If this is set then the data will not be flipped to compensate
// for GL's upside-down coordinate system but instead will be left
// in whatever order GL gives us (which will depend on whether the
// framebuffer is offscreen or not)
NoFlip = 1 << 30,
}
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum RendererError {
XlibDisplayOpen,
BadConstraint,
}
impl fmt::Display for RendererError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"RendererError::{}",
match *self {
RendererError::XlibDisplayOpen => "XlibDisplayOpen",
RendererError::BadConstraint => "BadConstraint",
}
)
}
}
#[derive(Debug, Clone)]
pub enum TextureLoader {
Sized {
width: u32,
height: u32,
depth: u32, // for 3d textures
},
Bitmap {
bitmap: Bitmap,
height: u32, // for 3d textures
depth: u32, // for 3d textures
can_convert_in_place: bool,
},
#[cfg(feature = "egl")]
EglImage {
image: EGLImageKHR,
width: u32,
height: u32,
format: PixelFormat,
},
GlForeign {
width: u32,
height: u32,
format: PixelFormat,
gl_handle: u32,
},
}
impl Default for TextureLoader {
fn default() -> Self {
Self::Sized {
width: 0,
height: 0,
depth: 0,
}
}
}
/// Types of shaders
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum ShaderType {
/// A program for proccessing vertices
Vertex,
/// A program for processing fragments
Fragment,
}
impl fmt::Display for ShaderType {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"ShaderType::{}",
match *self {
ShaderType::Vertex => "Vertex",
ShaderType::Fragment => "Fragment",
}
)
}
}
/// Location within a Pipeline
///
/// `SnippetHook` is used to specify a location within a
/// `Pipeline` where the code of the snippet should be used when it
/// is attached to a pipeline.
///
/// `SnippetHook::VertexGlobals`
///
/// Adds a shader snippet at the beginning of the global section of the
/// shader for the vertex processing. Any declarations here can be
/// shared with all other snippets that are attached to a vertex hook.
/// Only the ‘declarations’ string is used and the other strings are
/// ignored.
///
/// `SnippetHook::FragmentGlobals`
///
/// Adds a shader snippet at the beginning of the global section of the
/// shader for the fragment processing. Any declarations here can be
/// shared with all other snippets that are attached to a fragment
/// hook. Only the ‘declarations’ string is used and the other strings
/// are ignored.
///
/// `SnippetHook::Vertex`
///
/// Adds a shader snippet that will hook on to the vertex processing
/// stage of the pipeline. This gives a chance for the application to
/// modify the vertex attributes generated by the shader. Typically the
/// snippet will modify color_out or position_out builtins.
///
/// The ‘declarations’ string in `snippet` will be inserted in the
/// global scope of the shader. Use this to declare any uniforms,
/// attributes or functions that the snippet requires.
///
/// The ‘pre’ string in `snippet` will be inserted at the top of the
/// `main` fn before any vertex processing is done.
///
/// The ‘replace’ string in `snippet` will be used instead of the
/// generated vertex processing if it is present. This can be used if
/// the application wants to provide a complete vertex shader and
/// doesn't need the generated output from .
///
/// The ‘post’ string in `snippet` will be inserted after all of the
/// standard vertex processing is done. This can be used to modify the
/// outputs.
///
/// `SnippetHook::VertexTransform`
///
/// Adds a shader snippet that will hook on to the vertex transform stage.
/// Typically the snippet will use the modelview_matrix,
/// projection_matrix and modelview_projection_matrix matrices and the
/// position_in attribute. The hook must write to position_out.
/// The default processing for this hook will multiply position_in by
/// the combined modelview-projection matrix and store it on position_out.
///
/// The ‘declarations’ string in `snippet` will be inserted in the
/// global scope of the shader. Use this to declare any uniforms,
/// attributes or functions that the snippet requires.
///
/// The ‘pre’ string in `snippet` will be inserted at the top of the
/// `main` fn before the vertex transform is done.
///
/// The ‘replace’ string in `snippet` will be used instead of the
/// generated vertex transform if it is present.
///
/// The ‘post’ string in `snippet` will be inserted after all of the
/// standard vertex transformation is done. This can be used to modify the
/// position_out in addition to the default processing.
///
/// `SnippetHook::PointSize`
///
/// Adds a shader snippet that will hook on to the point size
/// calculation step within the vertex shader stage. The snippet should
/// write to the builtin point_size_out with the new point size.
/// The snippet can either read point_size_in directly and write a
/// new value or first read an existing value in point_size_out
/// that would be set by a previous snippet. Note that this hook is
/// only used if `Pipeline::set_per_vertex_point_size` is enabled
/// on the pipeline.
///
/// The ‘declarations’ string in `snippet` will be inserted in the
/// global scope of the shader. Use this to declare any uniforms,
/// attributes or functions that the snippet requires.
///
/// The ‘pre’ string in `snippet` will be inserted just before
/// calculating the point size.
///
/// The ‘replace’ string in `snippet` will be used instead of the
/// generated point size calculation if it is present.
///
/// The ‘post’ string in `snippet` will be inserted after the
/// standard point size calculation is done. This can be used to modify
/// point_size_out in addition to the default processing.
///
/// `SnippetHook::Fragment`
///
/// Adds a shader snippet that will hook on to the fragment processing
/// stage of the pipeline. This gives a chance for the application to
/// modify the fragment color generated by the shader. Typically the
/// snippet will modify color_out.
///
/// The ‘declarations’ string in `snippet` will be inserted in the
/// global scope of the shader. Use this to declare any uniforms,
/// attributes or functions that the snippet requires.
///
/// The ‘pre’ string in `snippet` will be inserted at the top of the
/// `main` fn before any fragment processing is done.
///
/// The ‘replace’ string in `snippet` will be used instead of the
/// generated fragment processing if it is present. This can be used if
/// the application wants to provide a complete fragment shader and
/// doesn't need the generated output from .
///
/// The ‘post’ string in `snippet` will be inserted after all of the
/// standard fragment processing is done. At this point the generated
/// value for the rest of the pipeline state will already be in
/// color_out so the application can modify the result by altering
/// this variable.
///
/// `SnippetHook::TextureCoordTransform`
///
/// Adds a shader snippet that will hook on to the texture coordinate
/// transformation of a particular layer. This can be used to replace
/// the processing for a layer or to modify the results.
///
/// Within the snippet code for this hook there are two extra
/// variables. The first is a mat4 called matrix which represents
/// the user matrix for this layer. The second is called tex_coord
/// and represents the incoming and outgoing texture coordinate. On
/// entry to the hook, tex_coord contains the value of the
/// corresponding texture coordinate attribute for this layer. The hook
/// is expected to modify this variable. The output will be passed as a
/// varying to the fragment processing stage. The default code will
/// just multiply matrix by tex_coord and store the result in
/// tex_coord.
///
/// The ‘declarations’ string in `snippet` will be inserted in the
/// global scope of the shader. Use this to declare any uniforms,
/// attributes or functions that the snippet requires.
///
/// The ‘pre’ string in `snippet` will be inserted just before the
/// fragment processing for this layer. At this point tex_coord
/// still contains the value of the texture coordinate attribute.
///
/// If a ‘replace’ string is given then this will be used instead of
/// the default fragment processing for this layer. The snippet can
/// modify tex_coord or leave it as is to apply no transformation.
///
/// The ‘post’ string in `snippet` will be inserted just after the
/// transformation. At this point tex_coord will contain the
/// results of the transformation but it can be further modified by the
/// snippet.
///
/// `SnippetHook::LayerFragment`
///
/// Adds a shader snippet that will hook on to the fragment processing
/// of a particular layer. This can be used to replace the processing
/// for a layer or to modify the results.
///
/// Within the snippet code for this hook there is an extra vec4
/// variable called ‘layer’. This contains the resulting color
/// that will be used for the layer. This can be modified in the ‘post’
/// section or it the default processing can be replaced entirely using
/// the ‘replace’ section.
///
/// The ‘declarations’ string in `snippet` will be inserted in the
/// global scope of the shader. Use this to declare any uniforms,
/// attributes or functions that the snippet requires.
///
/// The ‘pre’ string in `snippet` will be inserted just before the
/// fragment processing for this layer.
///
/// If a ‘replace’ string is given then this will be used instead of
/// the default fragment processing for this layer. The snippet must write to
/// the ‘layer’ variable in that case.
///
/// The ‘post’ string in `snippet` will be inserted just after the
/// fragment processing for the layer. The results can be modified by changing
/// the value of the ‘layer’ variable.
///
/// `SnippetHook::TextureLookup`
///
/// Adds a shader snippet that will hook on to the texture lookup part
/// of a given layer. This gives a chance for the application to modify
/// the coordinates that will be used for the texture lookup or to
/// alter the returned texel.
///
/// Within the snippet code for this hook there are three extra
/// variables available. ‘sampler’ is a sampler object
/// representing the sampler for the layer where the snippet is
/// attached. ‘tex_coord’ is a vec4 which contains the texture
/// coordinates that will be used for the texture lookup. This can be
/// modified. ‘texel’ will contain the result of the texture
/// lookup. This can also be modified.
///
/// The ‘declarations’ string in `snippet` will be inserted in the
/// global scope of the shader. Use this to declare any uniforms,
/// attributes or functions that the snippet requires.
///
/// The ‘pre’ string in `snippet` will be inserted at the top of the
/// `main` fn before any fragment processing is done. This is a
/// good place to modify the tex_coord variable.
///
/// If a ‘replace’ string is given then this will be used instead of a
/// the default texture lookup. The snippet would typically use its own
/// sampler in this case.
///
/// The ‘post’ string in `snippet` will be inserted after texture lookup
/// has been preformed. Here the snippet can modify the texel
/// variable to alter the returned texel.
///
///
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum SnippetHook {
/// A hook for the entire vertex processing
/// stage of the pipeline.
Vertex,
/// A hook for the vertex transformation.
VertexTransform,
/// A hook for declaring global data
/// that can be shared with all other snippets that are on a vertex
/// hook.
VertexGlobals,
/// A hook for manipulating the point
/// size of a vertex. This is only used if
/// `Pipeline::set_per_vertex_point_size` is enabled on the
/// pipeline.
PointSize,
/// A hook for the entire fragment
/// processing stage of the pipeline.
Fragment,
/// A hook for declaring global
/// data wthat can be shared with all other snippets that are on a
/// fragment hook.
FragmentGlobals,
/// A hook for applying the
/// layer matrix to a texture coordinate for a layer.
TextureCoordTransform,
/// A hook for the fragment
/// processing of a particular layer.
LayerFragment,
/// A hook for the texture lookup
/// stage of a given layer in a pipeline.
TextureLookup,
}
impl fmt::Display for SnippetHook {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"SnippetHook::{}",
match *self {
SnippetHook::Vertex => "Vertex",
SnippetHook::VertexTransform => "VertexTransform",
SnippetHook::VertexGlobals => "VertexGlobals",
SnippetHook::PointSize => "PointSize",
SnippetHook::Fragment => "Fragment",
SnippetHook::FragmentGlobals => "FragmentGlobals",
SnippetHook::TextureCoordTransform => "TextureCoordTransform",
SnippetHook::LayerFragment => "LayerFragment",
SnippetHook::TextureLookup => "TextureLookup",
}
)
}
}
/// Represents how draw should affect the two buffers
/// of a stereo framebuffer.
///
/// See `Framebuffer::set_stereo_mode`.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum StereoMode {
None,
/// draw to both stereo buffers
Both,
/// draw only to the left stereo buffer
Left,
/// draw only to the left stereo buffer
Right,
}
impl Default for StereoMode {
fn default() -> Self {
Self::None
}
}
impl fmt::Display for StereoMode {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"StereoMode::{}",
match *self {
StereoMode::None => "None",
StereoMode::Both => "Both",
StereoMode::Left => "Left",
StereoMode::Right => "Right",
}
)
}
}
/// SubPixel order for some displays.
///
/// Some output devices (such as LCD panels) display colors
/// by making each pixel consist of smaller "subpixels"
/// that each have a particular color. By using knowledge
/// of the layout of this subpixel components, it is possible
/// to create image content with higher resolution than the
/// pixel grid.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum SubpixelOrder {
/// the layout of subpixel
/// components for the device is unknown.
Unknown,
/// the device displays colors
/// without geometrically-separated subpixel components,
/// or the positioning or colors of the components do not
/// match any of the values in the enumeration.
None,
/// the device has
/// horizontally arranged components in the order
/// red-green-blue from left to right.
HorizontalRgb,
/// the device has
/// horizontally arranged components in the order
/// blue-green-red from left to right.
HorizontalBgr,
/// the device has
/// vertically arranged components in the order
/// red-green-blue from top to bottom.
VerticalRgb,
/// the device has
/// vertically arranged components in the order
/// blue-green-red from top to bottom.
VerticalBgr,
}
impl Default for SubpixelOrder {
fn default() -> Self {
Self::Unknown
}
}
impl fmt::Display for SubpixelOrder {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"SubpixelOrder::{}",
match *self {
SubpixelOrder::Unknown => "Unknown",
SubpixelOrder::None => "None",
SubpixelOrder::HorizontalRgb => "HorizontalRgb",
SubpixelOrder::HorizontalBgr => "HorizontalBgr",
SubpixelOrder::VerticalRgb => "VerticalRgb",
SubpixelOrder::VerticalBgr => "VerticalBgr",
}
)
}
}
/// Error enumeration for
///
/// The `SystemError::SystemErrorUnsupported` error can be thrown for a
/// variety of reasons. For example:
///
///
/// -
/// You've tried to use a feature that is not
/// advertised by `has_feature`. This could happen if you create
/// a 2d texture with a non-power-of-two size when
/// `FeatureID::OglFeatureIdTextureNpot` is not advertised.
///
/// -
/// The GPU can not handle the configuration you have
/// requested. An example might be if you try to use too many texture
/// layers in a single `Pipeline`
///
/// -
/// The driver does not support some
/// configuration.
///`</listiem>`
///
///
/// Currently this is only used by API marked as experimental so
/// this enum should also be considered experimental.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum SystemError {
/// You tried to use a feature or
/// configuration not currently available.
SystemErrorUnsupported,
/// You tried to allocate a resource
/// such as a texture and there wasn't enough memory.
SystemErrorNoMemory,
}
impl fmt::Display for SystemError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"SystemError::{}",
match *self {
SystemError::SystemErrorUnsupported => "SystemErrorUnsupported",
SystemError::SystemErrorNoMemory => "SystemErrorNoMemory",
}
)
}
}
/// See `Texture::set_components`.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum TextureComponents {
/// Only the alpha component
A,
/// Red and green components. Note that
/// this can only be used if the `FeatureID::OglFeatureIdTextureRg` feature
/// is advertised.
Rg,
/// Red, green and blue components
Rgb,
/// Red, green, blue and alpha components
Rgba,
/// Only a depth component
Depth,
}
impl fmt::Display for TextureComponents {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"TextureComponents::{}",
match *self {
TextureComponents::A => "A",
TextureComponents::Rg => "Rg",
TextureComponents::Rgb => "Rgb",
TextureComponents::Rgba => "Rgba",
TextureComponents::Depth => "Depth",
}
)
}
}
/// Error codes that can be thrown when allocating textures.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum TextureError {
/// Unsupported size
Size,
/// Unsupported format
Format,
BadParameter,
/// A primitive texture type that is
/// unsupported by the driver was used
Type,
}
impl fmt::Display for TextureError {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"TextureError::{}",
match *self {
TextureError::Size => "Size",
TextureError::Format => "Format",
TextureError::BadParameter => "BadParameter",
TextureError::Type => "Type",
}
)
}
}
/// Error codes that can be thrown when performing texture-pixmap-x11
/// operations.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum TexturePixmapX11Error {
/// An X11 protocol error
TexturePixmapX11ErrorX11,
}
impl fmt::Display for TexturePixmapX11Error {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"TexturePixmapX11Error::{}",
match *self {
TexturePixmapX11Error::TexturePixmapX11ErrorX11 => "TexturePixmapX11ErrorX11",
}
)
}
}
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum TexturePixmapX11ReportLevel {
RawRectangles,
DeltaRectangles,
BoundingBox,
NonEmpty,
}
impl fmt::Display for TexturePixmapX11ReportLevel {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"TexturePixmapX11ReportLevel::{}",
match *self {
TexturePixmapX11ReportLevel::RawRectangles => "RawRectangles",
TexturePixmapX11ReportLevel::DeltaRectangles => "DeltaRectangles",
TexturePixmapX11ReportLevel::BoundingBox => "BoundingBox",
TexturePixmapX11ReportLevel::NonEmpty => "NonEmpty",
}
)
}
}
/// Constants representing the underlying hardware texture type of a
/// `Texture`.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum TextureType {
_2d,
_3d,
/// A `TextureRectangle`
Rectangle,
}
impl fmt::Display for TextureType {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"TextureType::{}",
match *self {
TextureType::_2d => "_2d",
TextureType::_3d => "_3d",
TextureType::Rectangle => "Rectangle",
}
)
}
}
/// Different ways of interpreting vertices when drawing.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum VerticesMode {
/// FIXME, equivalent to
/// `<constant>`GL_POINTS`</constant>`
Points,
/// FIXME, equivalent to `<constant>`GL_LINES`</constant>`
Lines,
/// FIXME, equivalent to
/// `<constant>`GL_LINE_LOOP`</constant>`
LineLoop,
/// FIXME, equivalent to
/// `<constant>`GL_LINE_STRIP`</constant>`
LineStrip,
/// FIXME, equivalent to
/// `<constant>`GL_TRIANGLES`</constant>`
Triangles,
/// FIXME, equivalent to
/// `<constant>`GL_TRIANGLE_STRIP`</constant>`
TriangleStrip,
/// FIXME, equivalent to `<constant>`GL_TRIANGLE_FAN`</constant>`
TriangleFan,
}
impl fmt::Display for VerticesMode {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"VerticesMode::{}",
match *self {
VerticesMode::Points => "Points",
VerticesMode::Lines => "Lines",
VerticesMode::LineLoop => "LineLoop",
VerticesMode::LineStrip => "LineStrip",
VerticesMode::Triangles => "Triangles",
VerticesMode::TriangleStrip => "TriangleStrip",
VerticesMode::TriangleFan => "TriangleFan",
}
)
}
}
/// Represent the two directions of rotation.
///
/// This can be used to set the front face for culling by calling
/// `Pipeline::set_front_face_winding`.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum Winding {
/// Vertices are in a clockwise order
Clockwise,
/// Vertices are in a counter-clockwise order
CounterClockwise,
}
impl fmt::Display for Winding {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"Winding::{}",
match *self {
Winding::Clockwise => "Clockwise",
Winding::CounterClockwise => "CounterClockwise",
}
)
}
}
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum WinsysFeature {
MultipleOnscreen,
SwapThrottle,
VblankCounter,
VblankWait,
TextureFromPixmap,
SwapBuffersEvent,
SwapRegion,
SwapRegionThrottle,
SwapRegionSynchronized,
BufferAge,
SyncAndCompleteEvent,
NFeatures,
}
impl fmt::Display for WinsysFeature {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"WinsysFeature::{}",
match *self {
WinsysFeature::MultipleOnscreen => "MultipleOnscreen",
WinsysFeature::SwapThrottle => "SwapThrottle",
WinsysFeature::VblankCounter => "VblankCounter",
WinsysFeature::VblankWait => "VblankWait",
WinsysFeature::TextureFromPixmap => "TextureFromPixmap",
WinsysFeature::SwapBuffersEvent => "SwapBuffersEvent",
WinsysFeature::SwapRegion => "SwapRegion",
WinsysFeature::SwapRegionThrottle => "SwapRegionThrottle",
WinsysFeature::SwapRegionSynchronized => "SwapRegionSynchronized",
WinsysFeature::BufferAge => "BufferAge",
WinsysFeature::SyncAndCompleteEvent => "SyncAndCompleteEvent",
WinsysFeature::NFeatures => "NFeatures",
}
)
}
}
/// Identifies specific window system backends that supports.
///
/// These can be used to query what backend is using or to try and
/// explicitly select a backend to use.
#[derive(Debug, Eq, PartialEq, Ord, PartialOrd, Hash, Clone, Copy)]
#[non_exhaustive]
pub enum WinsysID {
/// Implies no preference for which backend is used
Any,
/// Use the no-op stub backend
Stub,
/// Use the GLX window system binding API
Glx,
/// Use EGL with the X window system via XLib
EglXlib,
/// Use EGL with the PowerVR NULL window system
EglNull,
/// Use EGL with the GDL platform
EglGdl,
/// Use EGL with the Wayland window system
EglWayland,
/// Use EGL with the KMS platform
EglKms,
/// Use EGL with the Android platform
EglAndroid,
/// Use EGL with the Mir server
EglMir,
/// Use the Microsoft Windows WGL binding API
Wgl,
/// Use the SDL window system
Sdl,
}
impl fmt::Display for WinsysID {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(
f,
"WinsysID::{}",
match *self {
WinsysID::Any => "Any",
WinsysID::Stub => "Stub",
WinsysID::Glx => "Glx",
WinsysID::EglXlib => "EglXlib",
WinsysID::EglNull => "EglNull",
WinsysID::EglGdl => "EglGdl",
WinsysID::EglWayland => "EglWayland",
WinsysID::EglKms => "EglKms",
WinsysID::EglAndroid => "EglAndroid",
WinsysID::EglMir => "EglMir",
WinsysID::Wgl => "Wgl",
WinsysID::Sdl => "Sdl",
}
)
}
}
#[derive(Debug, Copy, Clone, Eq, PartialEq)]
pub enum Usage {
Dynamic,
Static,
}
impl Default for Usage {
fn default() -> Self {
Self::Static
}
}