[][src]Trait wgpu_native::Access

pub trait Access<B> { }

Type system for enforcing the lock order on shared HUB structures. If type A implements Access<B>, that means we are allowed to proceed with locking resource B after we lock A.

The implenentations basically describe the edges in a directed graph of lock transitions. As long as it doesn't have loops, we can have multiple concurrent paths on this graph (from multiple threads) without deadlocks, i.e. there is always a path whose next resource is not locked by some other path, at any time.

Implementors

impl Access<BindGroup<Backend>> for DeviceHandle[src]

impl Access<BindGroup<Backend>> for CommandBufferHandle[src]

impl Access<BindGroup<Backend>> for PipelineLayoutHandle[src]

impl Access<BindGroupLayout<Backend>> for DeviceHandle[src]

impl Access<Buffer<Backend>> for DeviceHandle[src]

impl Access<Buffer<Backend>> for BindGroupHandle[src]

impl Access<Buffer<Backend>> for RenderPassHandle[src]

impl Access<Buffer<Backend>> for ComputePassHandle[src]

impl Access<Buffer<Backend>> for CommandBufferHandle[src]

impl Access<Buffer<Backend>> for RenderPipelineHandle[src]

impl Access<Buffer<Backend>> for BindGroupLayoutHandle[src]

impl Access<Buffer<Backend>> for ComputePipelineHandle[src]

impl Access<CommandBuffer<Backend>> for DeviceHandle[src]

impl Access<ComputePass<Backend>> for BindGroupHandle[src]

impl Access<ComputePass<Backend>> for CommandBufferHandle[src]

impl Access<ComputePipeline<Backend>> for ComputePassHandle[src]

impl Access<Device<Backend>> for SurfaceHandle[src]

impl Access<Device<Backend>> for AdapterHandle[src]

impl Access<PipelineLayout<Backend>> for DeviceHandle[src]

impl Access<RenderPass<Backend>> for BindGroupHandle[src]

impl Access<RenderPass<Backend>> for CommandBufferHandle[src]

impl Access<RenderPipeline<Backend>> for RenderPassHandle[src]

impl Access<Sampler<Backend>> for TextureViewHandle[src]

impl Access<ShaderModule<Backend>> for PipelineLayoutHandle[src]

impl Access<Surface<Backend>> for InstanceHandle[src]

impl Access<Texture<Backend>> for DeviceHandle[src]

impl Access<Texture<Backend>> for BufferHandle[src]

impl Access<TextureView<Backend>> for DeviceHandle[src]

impl Access<TextureView<Backend>> for TextureHandle[src]

impl Access<Adapter<Backend>> for SurfaceHandle[src]

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