pub struct Global<G: GlobalIdentityHandlerFactory> {
pub instance: Instance,
pub surfaces: Registry<Surface, SurfaceId, G>,
/* private fields */
}Fields§
§instance: Instance§surfaces: Registry<Surface, SurfaceId, G>Implementations§
source§impl<G: GlobalIdentityHandlerFactory> Global<G>
impl<G: GlobalIdentityHandlerFactory> Global<G>
pub fn command_encoder_run_compute_pass<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
pass: &ComputePass
) -> Result<(), ComputePassError>
source§impl<G: GlobalIdentityHandlerFactory> Global<G>
impl<G: GlobalIdentityHandlerFactory> Global<G>
pub fn command_encoder_write_timestamp<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
query_set_id: QuerySetId,
query_index: u32
) -> Result<(), QueryError>
pub fn command_encoder_resolve_query_set<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
query_set_id: QuerySetId,
start_query: u32,
query_count: u32,
destination: BufferId,
destination_offset: BufferAddress
) -> Result<(), QueryError>
source§impl<G: GlobalIdentityHandlerFactory> Global<G>
impl<G: GlobalIdentityHandlerFactory> Global<G>
pub fn command_encoder_run_render_pass<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
pass: &RenderPass
) -> Result<(), RenderPassError>
source§impl<G: GlobalIdentityHandlerFactory> Global<G>
impl<G: GlobalIdentityHandlerFactory> Global<G>
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>
pub fn command_encoder_copy_buffer_to_texture<B: GfxBackend>(
&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>
pub fn command_encoder_copy_texture_to_texture<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
source: &TextureCopyView,
destination: &TextureCopyView,
copy_size: &Extent3d
) -> Result<(), CopyError>
source§impl<G: GlobalIdentityHandlerFactory> Global<G>
impl<G: GlobalIdentityHandlerFactory> Global<G>
pub fn command_encoder_finish<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
_desc: &CommandBufferDescriptor<Label<'_>>
) -> (CommandBufferId, Option<CommandEncoderError>)
pub fn command_encoder_push_debug_group<B: GfxBackend>(
&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>
pub fn command_encoder_pop_debug_group<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId
) -> Result<(), CommandEncoderError>
source§impl<G: GlobalIdentityHandlerFactory> Global<G>
impl<G: GlobalIdentityHandlerFactory> Global<G>
pub fn queue_write_buffer<B: GfxBackend>(
&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>
pub fn queue_submit<B: GfxBackend>(
&self,
queue_id: QueueId,
command_buffer_ids: &[CommandBufferId]
) -> Result<(), QueueSubmitError>
source§impl<G: GlobalIdentityHandlerFactory> Global<G>
impl<G: GlobalIdentityHandlerFactory> Global<G>
pub fn adapter_get_swap_chain_preferred_format<B: GfxBackend>(
&self,
adapter_id: AdapterId,
surface_id: SurfaceId
) -> Result<TextureFormat, GetSwapChainPreferredFormatError>
pub fn device_features<B: GfxBackend>(
&self,
device_id: DeviceId
) -> Result<Features, InvalidDevice>
pub fn device_limits<B: GfxBackend>(
&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>
) -> (BufferId, Option<CreateBufferError>)
pub fn device_set_buffer_sub_data<B: GfxBackend>(
&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>
pub fn buffer_label<B: GfxBackend>(&self, id: BufferId) -> String
pub fn buffer_destroy<B: GfxBackend>(
&self,
buffer_id: BufferId
) -> Result<(), DestroyError>
pub fn buffer_drop<B: GfxBackend>(&self, buffer_id: BufferId, wait: bool)
pub fn device_create_texture<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &TextureDescriptor<'_>,
id_in: Input<G, TextureId>
) -> (TextureId, Option<CreateTextureError>)
pub fn texture_label<B: GfxBackend>(&self, id: TextureId) -> String
pub fn texture_destroy<B: GfxBackend>(
&self,
texture_id: TextureId
) -> Result<(), DestroyError>
pub fn texture_drop<B: GfxBackend>(&self, texture_id: TextureId, wait: bool)
pub fn texture_create_view<B: GfxBackend>(
&self,
texture_id: TextureId,
desc: &TextureViewDescriptor<'_>,
id_in: Input<G, TextureViewId>
) -> (TextureViewId, Option<CreateTextureViewError>)
pub fn texture_view_label<B: GfxBackend>(&self, id: TextureViewId) -> String
pub fn texture_view_drop<B: GfxBackend>(
&self,
texture_view_id: TextureViewId,
wait: bool
) -> Result<(), TextureViewDestroyError>
pub fn device_create_sampler<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &SamplerDescriptor<'_>,
id_in: Input<G, SamplerId>
) -> (SamplerId, Option<CreateSamplerError>)
pub fn sampler_label<B: GfxBackend>(&self, id: SamplerId) -> String
pub fn sampler_drop<B: GfxBackend>(&self, sampler_id: SamplerId)
pub fn device_create_bind_group_layout<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &BindGroupLayoutDescriptor<'_>,
id_in: Input<G, BindGroupLayoutId>
) -> (BindGroupLayoutId, Option<CreateBindGroupLayoutError>)
pub fn bind_group_layout_label<B: GfxBackend>(
&self,
id: BindGroupLayoutId
) -> String
pub fn bind_group_layout_drop<B: GfxBackend>(
&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>
) -> (PipelineLayoutId, Option<CreatePipelineLayoutError>)
pub fn pipeline_layout_label<B: GfxBackend>(
&self,
id: PipelineLayoutId
) -> String
pub fn pipeline_layout_drop<B: GfxBackend>(
&self,
pipeline_layout_id: PipelineLayoutId
)
pub fn device_create_bind_group<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &BindGroupDescriptor<'_>,
id_in: Input<G, BindGroupId>
) -> (BindGroupId, Option<CreateBindGroupError>)
pub fn bind_group_label<B: GfxBackend>(&self, id: BindGroupId) -> String
pub fn bind_group_drop<B: GfxBackend>(&self, bind_group_id: BindGroupId)
pub fn device_create_shader_module<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &ShaderModuleDescriptor<'_>,
source: ShaderModuleSource<'_>,
id_in: Input<G, ShaderModuleId>
) -> (ShaderModuleId, Option<CreateShaderModuleError>)
pub fn shader_module_label<B: GfxBackend>(&self, id: ShaderModuleId) -> String
pub fn shader_module_drop<B: GfxBackend>(&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>
) -> (CommandEncoderId, Option<CommandAllocatorError>)
pub fn command_buffer_label<B: GfxBackend>(&self, id: CommandBufferId) -> String
pub fn command_encoder_drop<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId
)
pub fn command_buffer_drop<B: GfxBackend>(
&self,
command_buffer_id: CommandBufferId
)
pub fn device_create_render_bundle_encoder(
&self,
device_id: DeviceId,
desc: &RenderBundleEncoderDescriptor<'_>
) -> (RenderBundleEncoderId, Option<CreateRenderBundleError>)
pub fn render_bundle_encoder_finish<B: GfxBackend>(
&self,
bundle_encoder: RenderBundleEncoder,
desc: &RenderBundleDescriptor<'_>,
id_in: Input<G, RenderBundleId>
) -> (RenderBundleId, Option<RenderBundleError>)
pub fn render_bundle_label<B: GfxBackend>(&self, id: RenderBundleId) -> String
pub fn render_bundle_drop<B: GfxBackend>(&self, render_bundle_id: RenderBundleId)
pub fn device_create_query_set<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &QuerySetDescriptor,
id_in: Input<G, QuerySetId>
) -> (QuerySetId, Option<CreateQuerySetError>)
pub fn query_set_drop<B: GfxBackend>(&self, query_set_id: QuerySetId)
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>>
) -> (RenderPipelineId, ImplicitBindGroupCount, Option<CreateRenderPipelineError>)
sourcepub fn render_pipeline_get_bind_group_layout<B: GfxBackend>(
&self,
pipeline_id: RenderPipelineId,
index: u32,
id_in: Input<G, BindGroupLayoutId>
) -> (BindGroupLayoutId, Option<GetBindGroupLayoutError>)
pub fn render_pipeline_get_bind_group_layout<B: GfxBackend>(
&self,
pipeline_id: RenderPipelineId,
index: u32,
id_in: Input<G, BindGroupLayoutId>
) -> (BindGroupLayoutId, Option<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_label<B: GfxBackend>(
&self,
id: RenderPipelineId
) -> String
pub fn render_pipeline_drop<B: GfxBackend>(
&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>>
) -> (ComputePipelineId, ImplicitBindGroupCount, Option<CreateComputePipelineError>)
sourcepub fn compute_pipeline_get_bind_group_layout<B: GfxBackend>(
&self,
pipeline_id: ComputePipelineId,
index: u32,
id_in: Input<G, BindGroupLayoutId>
) -> (BindGroupLayoutId, Option<GetBindGroupLayoutError>)
pub fn compute_pipeline_get_bind_group_layout<B: GfxBackend>(
&self,
pipeline_id: ComputePipelineId,
index: u32,
id_in: Input<G, BindGroupLayoutId>
) -> (BindGroupLayoutId, Option<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.