pub struct Renderer {
pub instance: Instance,
pub adapter: Adapter,
pub device: Device,
pub queue: Queue,
pub bind_group_layout_tex: BindGroupLayout,
pub bind_group_layout_uni: BindGroupLayout,
pub uniform_buffer: Buffer,
pub uniform_bind_group: BindGroup,
/* private fields */
}Fields§
§instance: Instance§adapter: Adapter§device: Device§queue: Queue§bind_group_layout_tex: BindGroupLayout§bind_group_layout_uni: BindGroupLayout§uniform_buffer: Buffer§uniform_bind_group: BindGroupImplementations§
Source§impl Renderer
impl Renderer
pub async fn new() -> Result<Self>
Sourcepub fn create_texture(&self, width: u32, height: u32) -> (Texture, BindGroup)
pub fn create_texture(&self, width: u32, height: u32) -> (Texture, BindGroup)
Creates a reusable RGBA8 texture with a matching bind group. Live
wallpapers upload new frame data into it via update_texture.
Sourcepub fn update_texture(
&self,
texture: &Texture,
rgba: &[u8],
width: u32,
height: u32,
)
pub fn update_texture( &self, texture: &Texture, rgba: &[u8], width: u32, height: u32, )
Replaces the contents of a texture created by create_texture.
pub fn load_texture(&self, image: &DynamicImage) -> Result<(Texture, BindGroup)>
pub fn update_uniforms(&self, uniforms: Uniforms)
Sourcepub fn render_frame(&self, request: FrameRequest<'_>) -> Result<FrameStatus>
pub fn render_frame(&self, request: FrameRequest<'_>) -> Result<FrameStatus>
Renders the given texture bind groups to a wgpu Surface for one frame. bg_bind = old wallpaper, new_bind = new wallpaper, transitioned by effect.
Auto Trait Implementations§
impl !Freeze for Renderer
impl !RefUnwindSafe for Renderer
impl !UnwindSafe for Renderer
impl Send for Renderer
impl Sync for Renderer
impl Unpin for Renderer
impl UnsafeUnpin for Renderer
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T: ?Sized,
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T: ?Sized,
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