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RenderApi

Struct RenderApi 

pub struct RenderApi { /* private fields */ }

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impl RenderApi

pub fn new( window: impl HasWindowHandle + HasDisplayHandle + Send + Sync + 'static, size: [usize; 2], ) -> Option<RenderApi>

pub fn clone(&self) -> RenderApi

pub fn surface_size(&self) -> [usize; 2]

pub fn resize_surface(&self, size: [usize; 2])

pub fn create_vertex_buffer( &self, label: Option<&str>, len: usize, layout: GpuVertexBufferLayout, ) -> GpuVertexBuffer

pub fn create_uniform_storage_buffer( &self, label: Option<&str>, size: usize, ) -> GpuUniformStorageBuffer

pub fn create_index_buffer( &self, label: Option<&str>, len: usize, ) -> GpuIndexBuffer

pub fn create_texture( &self, label: Option<&str>, size: [usize; 2], format: GpuTextureFormat, mip_level_count: usize, ) -> GpuTexture

pub fn create_sampler( &self, label: Option<&str>, filter: GpuFilterMode, ) -> GpuSampler

pub fn create_comparison_sampler( &self, label: Option<&str>, filter: GpuFilterMode, compare: GpuCompareFunction, ) -> GpuSampler

pub fn create_shader( &self, label: Option<&str>, wgsl: &str, desc: GpuShaderDesc, ) -> Option<GpuShader>

pub fn write_vertex_buffer_with( &self, buffer: &GpuVertexBuffer, offset: usize, size: usize, writer: impl FnOnce(&mut [u8]), ) -> bool

pub fn write_uniform_storage_buffer_with( &self, buffer: &GpuUniformStorageBuffer, offset: usize, size: usize, writer: impl FnOnce(&mut [u8]), ) -> bool

pub fn write_index_buffer_with( &self, buffer: &GpuIndexBuffer, offset: usize, size: usize, writer: impl FnOnce(&mut [u8]), ) -> bool

pub fn write_texture( &self, texture: &GpuTexture, mip_level: usize, data: &[u8], ) -> bool

pub fn draw( &self, pass: &GpuRenderPass<'_>, vertices: Range<usize>, instances: Range<usize>, ) -> bool

pub fn draw_indexed( &self, pass: &GpuRenderPass<'_>, index_buffer: &GpuIndexBuffer, indices: Range<usize>, instances: Range<usize>, ) -> bool

pub fn draw_to_surface( &self, pass: &GpuRenderPass<'_>, ops: GpuPassOps<[f32; 4]>, vertices: Range<usize>, instances: Range<usize>, ) -> bool

pub fn clear_color_texture( &self, texture: &GpuTexture, mip_level: usize, color: [f32; 4], ) -> bool

pub fn clear_depth_texture( &self, texture: &GpuTexture, mip_level: usize, depth: f32, ) -> bool

pub fn copy_texture(&self, src: &GpuTexture, dst: &GpuTexture) -> bool

pub fn read_texture( &self, texture: &GpuTexture, mip_level: usize, ) -> Option<FfiVec<u8>>

Trait Implementations§

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impl Send for RenderApi

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impl Sync for RenderApi

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