[−][src]Struct wgpu_core::hub::Global
Fields
instance: Instance
surfaces: Registry<Surface, SurfaceId, G>
Implementations
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn render_bundle_encoder_finish<B: GfxBackend>(
&self,
bundle_encoder: RenderBundleEncoder,
desc: &RenderBundleDescriptor<'_>,
id_in: Input<G, RenderBundleId>
) -> Result<RenderBundleId, RenderBundleError>
[src]
&self,
bundle_encoder: RenderBundleEncoder,
desc: &RenderBundleDescriptor<'_>,
id_in: Input<G, RenderBundleId>
) -> Result<RenderBundleId, RenderBundleError>
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn command_encoder_run_compute_pass<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
pass: &ComputePass
) -> Result<(), ComputePassError>
[src]
&self,
encoder_id: CommandEncoderId,
pass: &ComputePass
) -> Result<(), ComputePassError>
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn command_encoder_run_render_pass<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
pass: &RenderPass
) -> Result<(), RenderPassError>
[src]
&self,
encoder_id: CommandEncoderId,
pass: &RenderPass
) -> Result<(), RenderPassError>
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn command_encoder_copy_buffer_to_buffer<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
source: BufferId,
source_offset: BufferAddress,
destination: BufferId,
destination_offset: BufferAddress,
size: BufferAddress
) -> Result<(), CopyError>
[src]
&self,
command_encoder_id: CommandEncoderId,
source: BufferId,
source_offset: BufferAddress,
destination: BufferId,
destination_offset: BufferAddress,
size: BufferAddress
) -> Result<(), CopyError>
pub fn command_encoder_copy_buffer_to_texture<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
source: &BufferCopyView,
destination: &TextureCopyView,
copy_size: &Extent3d
) -> Result<(), CopyError>
[src]
&self,
command_encoder_id: CommandEncoderId,
source: &BufferCopyView,
destination: &TextureCopyView,
copy_size: &Extent3d
) -> Result<(), CopyError>
pub fn command_encoder_copy_texture_to_buffer<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
source: &TextureCopyView,
destination: &BufferCopyView,
copy_size: &Extent3d
) -> Result<(), CopyError>
[src]
&self,
command_encoder_id: CommandEncoderId,
source: &TextureCopyView,
destination: &BufferCopyView,
copy_size: &Extent3d
) -> Result<(), CopyError>
pub fn command_encoder_copy_texture_to_texture<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
source: &TextureCopyView,
destination: &TextureCopyView,
copy_size: &Extent3d
) -> Result<(), CopyError>
[src]
&self,
command_encoder_id: CommandEncoderId,
source: &TextureCopyView,
destination: &TextureCopyView,
copy_size: &Extent3d
) -> Result<(), CopyError>
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn command_encoder_finish<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
_desc: &CommandBufferDescriptor<Label<'_>>
) -> Result<CommandBufferId, CommandEncoderError>
[src]
&self,
encoder_id: CommandEncoderId,
_desc: &CommandBufferDescriptor<Label<'_>>
) -> Result<CommandBufferId, CommandEncoderError>
pub fn command_encoder_push_debug_group<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
label: &str
) -> Result<(), CommandEncoderError>
[src]
&self,
encoder_id: CommandEncoderId,
label: &str
) -> Result<(), CommandEncoderError>
pub fn command_encoder_insert_debug_marker<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
label: &str
) -> Result<(), CommandEncoderError>
[src]
&self,
encoder_id: CommandEncoderId,
label: &str
) -> Result<(), CommandEncoderError>
pub fn command_encoder_pop_debug_group<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId
) -> Result<(), CommandEncoderError>
[src]
&self,
encoder_id: CommandEncoderId
) -> Result<(), CommandEncoderError>
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn queue_write_buffer<B: GfxBackend>(
&self,
queue_id: QueueId,
buffer_id: BufferId,
buffer_offset: BufferAddress,
data: &[u8]
) -> Result<(), QueueWriteError>
[src]
&self,
queue_id: QueueId,
buffer_id: BufferId,
buffer_offset: BufferAddress,
data: &[u8]
) -> Result<(), QueueWriteError>
pub fn queue_write_texture<B: GfxBackend>(
&self,
queue_id: QueueId,
destination: &TextureCopyView,
data: &[u8],
data_layout: &TextureDataLayout,
size: &Extent3d
) -> Result<(), QueueWriteError>
[src]
&self,
queue_id: QueueId,
destination: &TextureCopyView,
data: &[u8],
data_layout: &TextureDataLayout,
size: &Extent3d
) -> Result<(), QueueWriteError>
pub fn queue_submit<B: GfxBackend>(
&self,
queue_id: QueueId,
command_buffer_ids: &[CommandBufferId]
) -> Result<(), QueueSubmitError>
[src]
&self,
queue_id: QueueId,
command_buffer_ids: &[CommandBufferId]
) -> Result<(), QueueSubmitError>
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn device_features<B: GfxBackend>(
&self,
device_id: DeviceId
) -> Result<Features, InvalidDevice>
[src]
&self,
device_id: DeviceId
) -> Result<Features, InvalidDevice>
pub fn device_limits<B: GfxBackend>(
&self,
device_id: DeviceId
) -> Result<Limits, InvalidDevice>
[src]
&self,
device_id: DeviceId
) -> Result<Limits, InvalidDevice>
pub fn device_create_buffer<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &BufferDescriptor<'_>,
id_in: Input<G, BufferId>
) -> Result<BufferId, CreateBufferError>
[src]
&self,
device_id: DeviceId,
desc: &BufferDescriptor<'_>,
id_in: Input<G, BufferId>
) -> Result<BufferId, CreateBufferError>
pub fn device_set_buffer_sub_data<B: GfxBackend>(
&self,
device_id: DeviceId,
buffer_id: BufferId,
offset: BufferAddress,
data: &[u8]
) -> Result<(), BufferAccessError>
[src]
&self,
device_id: DeviceId,
buffer_id: BufferId,
offset: BufferAddress,
data: &[u8]
) -> Result<(), BufferAccessError>
pub fn device_get_buffer_sub_data<B: GfxBackend>(
&self,
device_id: DeviceId,
buffer_id: BufferId,
offset: BufferAddress,
data: &mut [u8]
) -> Result<(), BufferAccessError>
[src]
&self,
device_id: DeviceId,
buffer_id: BufferId,
offset: BufferAddress,
data: &mut [u8]
) -> Result<(), BufferAccessError>
pub fn buffer_error<B: GfxBackend>(&self, id_in: Input<G, BufferId>) -> BufferId
[src]
pub fn buffer_drop<B: GfxBackend>(&self, buffer_id: BufferId, now: bool)
[src]
pub fn device_create_texture<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &TextureDescriptor<'_>,
id_in: Input<G, TextureId>
) -> Result<TextureId, CreateTextureError>
[src]
&self,
device_id: DeviceId,
desc: &TextureDescriptor<'_>,
id_in: Input<G, TextureId>
) -> Result<TextureId, CreateTextureError>
pub fn texture_error<B: GfxBackend>(
&self,
id_in: Input<G, TextureId>
) -> TextureId
[src]
&self,
id_in: Input<G, TextureId>
) -> TextureId
pub fn texture_drop<B: GfxBackend>(&self, texture_id: TextureId)
[src]
pub fn texture_create_view<B: GfxBackend>(
&self,
texture_id: TextureId,
desc: &TextureViewDescriptor<'_>,
id_in: Input<G, TextureViewId>
) -> Result<TextureViewId, CreateTextureViewError>
[src]
&self,
texture_id: TextureId,
desc: &TextureViewDescriptor<'_>,
id_in: Input<G, TextureViewId>
) -> Result<TextureViewId, CreateTextureViewError>
pub fn texture_view_error<B: GfxBackend>(
&self,
id_in: Input<G, TextureViewId>
) -> TextureViewId
[src]
&self,
id_in: Input<G, TextureViewId>
) -> TextureViewId
pub fn texture_view_drop<B: GfxBackend>(
&self,
texture_view_id: TextureViewId
) -> Result<(), TextureViewDestroyError>
[src]
&self,
texture_view_id: TextureViewId
) -> Result<(), TextureViewDestroyError>
pub fn device_create_sampler<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &SamplerDescriptor<'_>,
id_in: Input<G, SamplerId>
) -> Result<SamplerId, CreateSamplerError>
[src]
&self,
device_id: DeviceId,
desc: &SamplerDescriptor<'_>,
id_in: Input<G, SamplerId>
) -> Result<SamplerId, CreateSamplerError>
pub fn sampler_error<B: GfxBackend>(
&self,
id_in: Input<G, SamplerId>
) -> SamplerId
[src]
&self,
id_in: Input<G, SamplerId>
) -> SamplerId
pub fn sampler_drop<B: GfxBackend>(&self, sampler_id: SamplerId)
[src]
pub fn device_create_bind_group_layout<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &BindGroupLayoutDescriptor<'_>,
id_in: Input<G, BindGroupLayoutId>
) -> Result<BindGroupLayoutId, CreateBindGroupLayoutError>
[src]
&self,
device_id: DeviceId,
desc: &BindGroupLayoutDescriptor<'_>,
id_in: Input<G, BindGroupLayoutId>
) -> Result<BindGroupLayoutId, CreateBindGroupLayoutError>
pub fn bind_group_layout_error<B: GfxBackend>(
&self,
id_in: Input<G, BindGroupLayoutId>
) -> BindGroupLayoutId
[src]
&self,
id_in: Input<G, BindGroupLayoutId>
) -> BindGroupLayoutId
pub fn bind_group_layout_drop<B: GfxBackend>(
&self,
bind_group_layout_id: BindGroupLayoutId
)
[src]
&self,
bind_group_layout_id: BindGroupLayoutId
)
pub fn device_create_pipeline_layout<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &PipelineLayoutDescriptor<'_>,
id_in: Input<G, PipelineLayoutId>
) -> Result<PipelineLayoutId, CreatePipelineLayoutError>
[src]
&self,
device_id: DeviceId,
desc: &PipelineLayoutDescriptor<'_>,
id_in: Input<G, PipelineLayoutId>
) -> Result<PipelineLayoutId, CreatePipelineLayoutError>
pub fn pipeline_layout_error<B: GfxBackend>(
&self,
id_in: Input<G, PipelineLayoutId>
) -> PipelineLayoutId
[src]
&self,
id_in: Input<G, PipelineLayoutId>
) -> PipelineLayoutId
pub fn pipeline_layout_drop<B: GfxBackend>(
&self,
pipeline_layout_id: PipelineLayoutId
)
[src]
&self,
pipeline_layout_id: PipelineLayoutId
)
pub fn device_create_bind_group<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &BindGroupDescriptor<'_>,
id_in: Input<G, BindGroupId>
) -> Result<BindGroupId, CreateBindGroupError>
[src]
&self,
device_id: DeviceId,
desc: &BindGroupDescriptor<'_>,
id_in: Input<G, BindGroupId>
) -> Result<BindGroupId, CreateBindGroupError>
pub fn bind_group_error<B: GfxBackend>(
&self,
id_in: Input<G, BindGroupId>
) -> BindGroupId
[src]
&self,
id_in: Input<G, BindGroupId>
) -> BindGroupId
pub fn bind_group_drop<B: GfxBackend>(&self, bind_group_id: BindGroupId)
[src]
pub fn device_create_shader_module<B: GfxBackend>(
&self,
device_id: DeviceId,
source: ShaderModuleSource<'_>,
id_in: Input<G, ShaderModuleId>
) -> Result<ShaderModuleId, CreateShaderModuleError>
[src]
&self,
device_id: DeviceId,
source: ShaderModuleSource<'_>,
id_in: Input<G, ShaderModuleId>
) -> Result<ShaderModuleId, CreateShaderModuleError>
pub fn shader_module_error<B: GfxBackend>(
&self,
id_in: Input<G, ShaderModuleId>
) -> ShaderModuleId
[src]
&self,
id_in: Input<G, ShaderModuleId>
) -> ShaderModuleId
pub fn shader_module_drop<B: GfxBackend>(
&self,
shader_module_id: ShaderModuleId
)
[src]
&self,
shader_module_id: ShaderModuleId
)
pub fn device_create_command_encoder<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &CommandEncoderDescriptor<Label<'_>>,
id_in: Input<G, CommandEncoderId>
) -> Result<CommandEncoderId, CommandAllocatorError>
[src]
&self,
device_id: DeviceId,
desc: &CommandEncoderDescriptor<Label<'_>>,
id_in: Input<G, CommandEncoderId>
) -> Result<CommandEncoderId, CommandAllocatorError>
pub fn command_encoder_error<B: GfxBackend>(
&self,
id_in: Input<G, CommandEncoderId>
) -> CommandEncoderId
[src]
&self,
id_in: Input<G, CommandEncoderId>
) -> CommandEncoderId
pub fn command_buffer_error<B: GfxBackend>(
&self,
id_in: Input<G, CommandBufferId>
) -> CommandBufferId
[src]
&self,
id_in: Input<G, CommandBufferId>
) -> CommandBufferId
pub fn command_encoder_drop<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId
)
[src]
&self,
command_encoder_id: CommandEncoderId
)
pub fn command_buffer_drop<B: GfxBackend>(
&self,
command_buffer_id: CommandBufferId
)
[src]
&self,
command_buffer_id: CommandBufferId
)
pub fn device_create_render_bundle_encoder(
&self,
device_id: DeviceId,
desc: &RenderBundleEncoderDescriptor<'_>
) -> Result<RenderBundleEncoderId, CreateRenderBundleError>
[src]
&self,
device_id: DeviceId,
desc: &RenderBundleEncoderDescriptor<'_>
) -> Result<RenderBundleEncoderId, CreateRenderBundleError>
pub fn render_bundle_error<B: GfxBackend>(
&self,
id_in: Input<G, RenderBundleId>
) -> RenderBundleId
[src]
&self,
id_in: Input<G, RenderBundleId>
) -> RenderBundleId
pub fn render_bundle_drop<B: GfxBackend>(
&self,
render_bundle_id: RenderBundleId
)
[src]
&self,
render_bundle_id: RenderBundleId
)
pub fn device_create_render_pipeline<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &RenderPipelineDescriptor<'_>,
id_in: Input<G, RenderPipelineId>,
implicit_pipeline_ids: Option<ImplicitPipelineIds<'_, G>>
) -> Result<(RenderPipelineId, ImplicitBindGroupCount), CreateRenderPipelineError>
[src]
&self,
device_id: DeviceId,
desc: &RenderPipelineDescriptor<'_>,
id_in: Input<G, RenderPipelineId>,
implicit_pipeline_ids: Option<ImplicitPipelineIds<'_, G>>
) -> Result<(RenderPipelineId, ImplicitBindGroupCount), CreateRenderPipelineError>
pub fn render_pipeline_get_bind_group_layout<B: GfxBackend>(
&self,
pipeline_id: RenderPipelineId,
index: u32
) -> Result<BindGroupLayoutId, GetBindGroupLayoutError>
[src]
&self,
pipeline_id: RenderPipelineId,
index: u32
) -> Result<BindGroupLayoutId, GetBindGroupLayoutError>
Get an ID of one of the bind group layouts. The ID adds a refcount,
which needs to be released by calling bind_group_layout_drop
.
pub fn render_pipeline_error<B: GfxBackend>(
&self,
id_in: Input<G, RenderPipelineId>
) -> RenderPipelineId
[src]
&self,
id_in: Input<G, RenderPipelineId>
) -> RenderPipelineId
pub fn render_pipeline_drop<B: GfxBackend>(
&self,
render_pipeline_id: RenderPipelineId
)
[src]
&self,
render_pipeline_id: RenderPipelineId
)
pub fn device_create_compute_pipeline<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &ComputePipelineDescriptor<'_>,
id_in: Input<G, ComputePipelineId>,
implicit_pipeline_ids: Option<ImplicitPipelineIds<'_, G>>
) -> Result<(ComputePipelineId, ImplicitBindGroupCount), CreateComputePipelineError>
[src]
&self,
device_id: DeviceId,
desc: &ComputePipelineDescriptor<'_>,
id_in: Input<G, ComputePipelineId>,
implicit_pipeline_ids: Option<ImplicitPipelineIds<'_, G>>
) -> Result<(ComputePipelineId, ImplicitBindGroupCount), CreateComputePipelineError>
pub fn compute_pipeline_get_bind_group_layout<B: GfxBackend>(
&self,
pipeline_id: ComputePipelineId,
index: u32
) -> Result<BindGroupLayoutId, GetBindGroupLayoutError>
[src]
&self,
pipeline_id: ComputePipelineId,
index: u32
) -> Result<BindGroupLayoutId, GetBindGroupLayoutError>
Get an ID of one of the bind group layouts. The ID adds a refcount,
which needs to be released by calling bind_group_layout_drop
.
pub fn compute_pipeline_error<B: GfxBackend>(
&self,
id_in: Input<G, ComputePipelineId>
) -> ComputePipelineId
[src]
&self,
id_in: Input<G, ComputePipelineId>
) -> ComputePipelineId
pub fn compute_pipeline_drop<B: GfxBackend>(
&self,
compute_pipeline_id: ComputePipelineId
)
[src]
&self,
compute_pipeline_id: ComputePipelineId
)
pub fn device_create_swap_chain<B: GfxBackend>(
&self,
device_id: DeviceId,
surface_id: SurfaceId,
desc: &SwapChainDescriptor
) -> Result<SwapChainId, CreateSwapChainError>
[src]
&self,
device_id: DeviceId,
surface_id: SurfaceId,
desc: &SwapChainDescriptor
) -> Result<SwapChainId, CreateSwapChainError>
pub fn device_poll<B: GfxBackend>(
&self,
device_id: DeviceId,
force_wait: bool
) -> Result<(), WaitIdleError>
[src]
&self,
device_id: DeviceId,
force_wait: bool
) -> Result<(), WaitIdleError>
pub fn poll_all_devices(&self, force_wait: bool) -> Result<(), WaitIdleError>
[src]
pub fn device_error<B: GfxBackend>(&self, id_in: Input<G, DeviceId>) -> DeviceId
[src]
pub fn device_drop<B: GfxBackend>(&self, device_id: DeviceId)
[src]
pub fn buffer_map_async<B: GfxBackend>(
&self,
buffer_id: BufferId,
range: Range<BufferAddress>,
op: BufferMapOperation
) -> Result<(), BufferAccessError>
[src]
&self,
buffer_id: BufferId,
range: Range<BufferAddress>,
op: BufferMapOperation
) -> Result<(), BufferAccessError>
pub fn buffer_get_mapped_range<B: GfxBackend>(
&self,
buffer_id: BufferId,
offset: BufferAddress,
_size: Option<BufferSize>
) -> Result<*mut u8, BufferAccessError>
[src]
&self,
buffer_id: BufferId,
offset: BufferAddress,
_size: Option<BufferSize>
) -> Result<*mut u8, BufferAccessError>
pub fn buffer_unmap<B: GfxBackend>(
&self,
buffer_id: BufferId
) -> Result<(), BufferAccessError>
[src]
&self,
buffer_id: BufferId
) -> Result<(), BufferAccessError>
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn new(name: &str, factory: G, backends: BackendBit) -> Self
[src]
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn enumerate_adapters(
&self,
inputs: AdapterInputs<'_, Input<G, AdapterId>>
) -> Vec<AdapterId>
[src]
&self,
inputs: AdapterInputs<'_, Input<G, AdapterId>>
) -> Vec<AdapterId>
pub fn request_adapter(
&self,
desc: &RequestAdapterOptions,
inputs: AdapterInputs<'_, Input<G, AdapterId>>
) -> Result<AdapterId, RequestAdapterError>
[src]
&self,
desc: &RequestAdapterOptions,
inputs: AdapterInputs<'_, Input<G, AdapterId>>
) -> Result<AdapterId, RequestAdapterError>
pub fn adapter_get_info<B: GfxBackend>(
&self,
adapter_id: AdapterId
) -> Result<AdapterInfo, InvalidAdapter>
[src]
&self,
adapter_id: AdapterId
) -> Result<AdapterInfo, InvalidAdapter>
pub fn adapter_features<B: GfxBackend>(
&self,
adapter_id: AdapterId
) -> Result<Features, InvalidAdapter>
[src]
&self,
adapter_id: AdapterId
) -> Result<Features, InvalidAdapter>
pub fn adapter_limits<B: GfxBackend>(
&self,
adapter_id: AdapterId
) -> Result<Limits, InvalidAdapter>
[src]
&self,
adapter_id: AdapterId
) -> Result<Limits, InvalidAdapter>
pub fn adapter_destroy<B: GfxBackend>(&self, adapter_id: AdapterId)
[src]
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn adapter_request_device<B: GfxBackend>(
&self,
adapter_id: AdapterId,
desc: &DeviceDescriptor,
trace_path: Option<&Path>,
id_in: Input<G, DeviceId>
) -> Result<DeviceId, RequestDeviceError>
[src]
&self,
adapter_id: AdapterId,
desc: &DeviceDescriptor,
trace_path: Option<&Path>,
id_in: Input<G, DeviceId>
) -> Result<DeviceId, RequestDeviceError>
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn swap_chain_get_preferred_format<B: GfxBackend>(
&self,
_swap_chain_id: SwapChainId
) -> Result<TextureFormat, InvalidSwapChain>
[src]
&self,
_swap_chain_id: SwapChainId
) -> Result<TextureFormat, InvalidSwapChain>
pub fn swap_chain_get_current_texture_view<B: GfxBackend>(
&self,
swap_chain_id: SwapChainId,
view_id_in: Input<G, TextureViewId>
) -> Result<SwapChainOutput, SwapChainError>
[src]
&self,
swap_chain_id: SwapChainId,
view_id_in: Input<G, TextureViewId>
) -> Result<SwapChainOutput, SwapChainError>
pub fn swap_chain_present<B: GfxBackend>(
&self,
swap_chain_id: SwapChainId
) -> Result<SwapChainStatus, SwapChainError>
[src]
&self,
swap_chain_id: SwapChainId
) -> Result<SwapChainStatus, SwapChainError>
Trait Implementations
impl<G: Debug + GlobalIdentityHandlerFactory> Debug for Global<G>
[src]
impl<G: GlobalIdentityHandlerFactory> Drop for Global<G>
[src]
Auto Trait Implementations
impl<G> !RefUnwindSafe for Global<G>
impl<G> Send for Global<G> where
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Send,
impl<G> Sync for Global<G> where
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Sync,
impl<G> Unpin for Global<G> where
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Unpin,
impl<G> !UnwindSafe for Global<G>
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,
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<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.
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>,