[−][src]Struct web_glitz::rendering::MultisampleRenderTarget
Implementations
impl<C0> MultisampleRenderTarget<(C0,), ()> where
C0: EncodeMultisampleColorBuffer,
[src]
C0: EncodeMultisampleColorBuffer,
pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer,), ()>) -> T,
T: GpuTask<RenderPassContext>,
[src]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer,), ()>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer), ()>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer), ()>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer), ()>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer), ()>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer), ()>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer), ()>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
C7: EncodeMultisampleColorBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer, C7::Buffer), ()>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
C7: EncodeMultisampleColorBuffer,
C8: EncodeMultisampleColorBuffer,
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]
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>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
C7: EncodeMultisampleColorBuffer,
C8: EncodeMultisampleColorBuffer,
C9: EncodeMultisampleColorBuffer,
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]
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>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
C7: EncodeMultisampleColorBuffer,
C8: EncodeMultisampleColorBuffer,
C9: EncodeMultisampleColorBuffer,
C10: EncodeMultisampleColorBuffer,
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]
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>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
C7: EncodeMultisampleColorBuffer,
C8: EncodeMultisampleColorBuffer,
C9: EncodeMultisampleColorBuffer,
C10: EncodeMultisampleColorBuffer,
C11: EncodeMultisampleColorBuffer,
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]
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>,
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]
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,
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]
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>,
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]
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,
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]
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>,
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]
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,
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]
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>,
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]
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,
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]
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>,
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]
Ds: EncodeMultisampleDepthStencilBuffer,
pub fn create_render_pass<F, T>(&mut self, f: F) -> RenderPass<T> where
F: FnOnce(&MultisampleFramebuffer<(), Ds::Buffer>) -> T,
T: GpuTask<RenderPassContext>,
[src]
F: FnOnce(&MultisampleFramebuffer<(), Ds::Buffer>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer,), Ds::Buffer>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer), Ds::Buffer>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer), Ds::Buffer>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer), Ds::Buffer>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer), Ds::Buffer>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer), Ds::Buffer>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
F: FnOnce(&MultisampleFramebuffer<(C0::Buffer, C1::Buffer, C2::Buffer, C3::Buffer, C4::Buffer, C5::Buffer, C6::Buffer), Ds::Buffer>) -> T,
T: GpuTask<RenderPassContext>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
C7: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
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>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
C7: EncodeMultisampleColorBuffer,
C8: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
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>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
C7: EncodeMultisampleColorBuffer,
C8: EncodeMultisampleColorBuffer,
C9: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
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>,
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]
C0: EncodeMultisampleColorBuffer,
C1: EncodeMultisampleColorBuffer,
C2: EncodeMultisampleColorBuffer,
C3: EncodeMultisampleColorBuffer,
C4: EncodeMultisampleColorBuffer,
C5: EncodeMultisampleColorBuffer,
C6: EncodeMultisampleColorBuffer,
C7: EncodeMultisampleColorBuffer,
C8: EncodeMultisampleColorBuffer,
C9: EncodeMultisampleColorBuffer,
C10: EncodeMultisampleColorBuffer,
Ds: EncodeMultisampleDepthStencilBuffer,
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]
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>,
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]
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,
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]
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>,
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]
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,
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]
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>,
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]
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,
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]
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>,
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]
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,
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]
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>,
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]
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,
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]
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>,
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]
fn hash<H: Hasher>(&self, state: &mut H)
[src]
fn hash_slice<H>(data: &[Self], state: &mut H) where
H: Hasher,
1.3.0[src]
H: Hasher,
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,
C: Unpin,
Ds: Unpin,
impl<C, Ds> !UnwindSafe for MultisampleRenderTarget<C, Ds>
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
pub fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<D, T> IntoBuffer<T> for D where
D: Borrow<T> + 'static,
T: Copy + 'static,
[src]
D: Borrow<T> + 'static,
T: Copy + 'static,
pub fn into_buffer<Rc>(Self, &Rc, BufferId, UsageHint) -> Buffer<T> where
Rc: RenderingContext + Clone + 'static,
[src]
Rc: RenderingContext + Clone + 'static,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
pub fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,