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,
/* private fields */
}Fields§
§instance: Instance§adapter: Adapter§device: Device§queue: Queue§bind_group_layout_tex: BindGroupLayout§bind_group_layout_uni: BindGroupLayoutImplementations§
Source§impl Renderer
impl Renderer
pub async fn new() -> Result<Self>
pub fn validate_static_decode( width: u32, height: u32, decoded_bytes: u64, ) -> Result<()>
Sourcepub fn create_per_output_uniforms(&self) -> PerOutputUniforms
pub fn create_per_output_uniforms(&self) -> PerOutputUniforms
Create a per-output uniform buffer and bind group so each output renders with its own GPU state, eliminating cross-output races.
pub fn create_texture( &self, width: u32, height: u32, ) -> Result<(Texture, BindGroup)>
pub fn update_texture( &self, texture: &Texture, rgba: &[u8], width: u32, height: u32, )
pub fn create_video_texture( &self, width: u32, height: u32, ) -> Result<VideoTexture>
pub fn validate_video_texture(&self, width: u32, height: u32) -> Result<()>
pub fn update_video_texture( &self, texture: &VideoTexture, frame: &VideoFrameData, ) -> Result<()>
pub fn load_texture( &self, image: &DynamicImage, output_width: u32, output_height: u32, scaling_mode: u32, ) -> Result<(Texture, BindGroup, u32, u32)>
pub fn update_uniforms(&self, buffer: &Buffer, uniforms: Uniforms)
pub fn render_frame( &self, request: FrameRequest<'_>, per_output: &PerOutputUniforms, ) -> Result<FrameStatus>
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
Blanket Implementations§
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T: ?Sized,
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T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
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impl<ST, DT> CastableFrom<ST, Initialized, Initialized> for DT
impl<ST, DT> CastableFrom<ST, Uninit, Uninit> for DT
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T: Any,
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