[][src]Struct web_glitz::rendering::MultisampleRenderTarget

pub struct MultisampleRenderTarget<C, Ds> { /* fields omitted */ }

Implementations

impl<C0> MultisampleRenderTarget<(C0,), ()> where
    C0: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer,), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1> MultisampleRenderTarget<(C0, C1), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2> MultisampleRenderTarget<(C0, C1, C2), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3> MultisampleRenderTarget<(C0, C1, C2, C3), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4> MultisampleRenderTarget<(C0, C1, C2, C3, C4), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    C11: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer, C11::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    C11: EncodeMultisampleColorBuffer,
    C12: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer, C11::Buffer, C12::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    C11: EncodeMultisampleColorBuffer,
    C12: EncodeMultisampleColorBuffer,
    C13: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer, C11::Buffer, C12::Buffer, C13::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13, C14> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13, C14), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    C11: EncodeMultisampleColorBuffer,
    C12: EncodeMultisampleColorBuffer,
    C13: EncodeMultisampleColorBuffer,
    C14: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer, C11::Buffer, C12::Buffer, C13::Buffer, C14::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13, C14, C15> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13, C14, C15), ()> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    C11: EncodeMultisampleColorBuffer,
    C12: EncodeMultisampleColorBuffer,
    C13: EncodeMultisampleColorBuffer,
    C14: EncodeMultisampleColorBuffer,
    C15: EncodeMultisampleColorBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer, C11::Buffer, C12::Buffer, C13::Buffer, C14::Buffer, C15::Buffer), ()>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<Ds> MultisampleRenderTarget<(), Ds> where
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, Ds> MultisampleRenderTarget<(C0,), Ds> where
    C0: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer,), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, Ds> MultisampleRenderTarget<(C0, C1), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, Ds> MultisampleRenderTarget<(C0, C1, C2), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, Ds> MultisampleRenderTarget<(C0, C1, C2, C3), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    C11: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer, C11::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    C11: EncodeMultisampleColorBuffer,
    C12: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer, C11::Buffer, C12::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    C11: EncodeMultisampleColorBuffer,
    C12: EncodeMultisampleColorBuffer,
    C13: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer, C11::Buffer, C12::Buffer, C13::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13, C14, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13, C14), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    C11: EncodeMultisampleColorBuffer,
    C12: EncodeMultisampleColorBuffer,
    C13: EncodeMultisampleColorBuffer,
    C14: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer, C11::Buffer, C12::Buffer, C13::Buffer, C14::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

impl<C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13, C14, C15, Ds> MultisampleRenderTarget<(C0, C1, C2, C3, C4, C5, C6, C7, C8, C9, C10, C11, C12, C13, C14, C15), Ds> where
    C0: EncodeMultisampleColorBuffer,
    C1: EncodeMultisampleColorBuffer,
    C2: EncodeMultisampleColorBuffer,
    C3: EncodeMultisampleColorBuffer,
    C4: EncodeMultisampleColorBuffer,
    C5: EncodeMultisampleColorBuffer,
    C6: EncodeMultisampleColorBuffer,
    C7: EncodeMultisampleColorBuffer,
    C8: EncodeMultisampleColorBuffer,
    C9: EncodeMultisampleColorBuffer,
    C10: EncodeMultisampleColorBuffer,
    C11: EncodeMultisampleColorBuffer,
    C12: EncodeMultisampleColorBuffer,
    C13: EncodeMultisampleColorBuffer,
    C14: EncodeMultisampleColorBuffer,
    C15: EncodeMultisampleColorBuffer,
    Ds: EncodeMultisampleDepthStencilBuffer
[src]

pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
    F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer, C8::Buffer, C9::Buffer, C10::Buffer, C11::Buffer, C12::Buffer, C13::Buffer, C14::Buffer, C15::Buffer), Ds::Buffer>) -> T,
    T: GpuTask<RenderPassContext>, 
[src]

Creates a new RenderPass that will output to this MultisampleRenderTarget.

The f function will receive a reference to a MultisampleFramebuffer with a buffer layout that matches the MultisampleRenderTarget's attachment layout.

For details and examples on defining render passes, please refer to the struct documentation for RenderTarget.

Panics

Panics if the render pass context ID associated with the task returned from f does not match the ID generated for this render pass (the task returned from f must not contain commands that were created for a different render pass).

Trait Implementations

impl<C, Ds> Hash for MultisampleRenderTarget<C, Ds>[src]

impl<C, Ds> PartialEq<MultisampleRenderTarget<C, Ds>> for MultisampleRenderTarget<C, Ds>[src]

Auto Trait Implementations

impl<C, Ds> !RefUnwindSafe for MultisampleRenderTarget<C, Ds>

impl<C, Ds> !Send for MultisampleRenderTarget<C, Ds>

impl<C, Ds> !Sync for MultisampleRenderTarget<C, Ds>

impl<C, Ds> Unpin for MultisampleRenderTarget<C, Ds> where
    C: Unpin,
    Ds: Unpin

impl<C, Ds> !UnwindSafe for MultisampleRenderTarget<C, Ds>

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
[src]

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
[src]

impl<D, T> IntoBuffer<T> for D where
    D: Borrow<T> + 'static,
    T: Copy + 'static, 
[src]

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
[src]

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.