Struct gfx_device_gl::CommandBuffer
[−]
[src]
pub struct CommandBuffer {
pub buf: Vec<Command>,
pub data: DataBuffer,
// some fields omitted
}Fields
buf: Vec<Command>
data: DataBuffer
Methods
impl CommandBuffer[src]
pub fn new(fbo: FrameBuffer) -> CommandBuffer[src]
Trait Implementations
impl CommandBuffer<Resources> for CommandBuffer[src]
fn clone_empty(&self) -> CommandBuffer[src]
Clone as an empty buffer
fn reset(&mut self)[src]
Reset the command buffer contents, retain the allocated storage
fn bind_pipeline_state(&mut self, pso: PipelineState)[src]
Bind a pipeline state object
fn bind_vertex_buffers(&mut self, vbs: VertexBufferSet<Resources>)[src]
Bind a complete set of vertex buffers
fn bind_constant_buffers(&mut self, cbs: &[ConstantBufferParam<Resources>])[src]
Bind a complete set of constant buffers
fn bind_global_constant(&mut self, loc: Location, value: UniformValue)[src]
Bind a global constant
fn bind_resource_views(&mut self, srvs: &[ResourceViewParam<Resources>])[src]
Bind a complete set of shader resource views
fn bind_unordered_views(&mut self, uavs: &[UnorderedViewParam<Resources>])[src]
Bind a complete set of unordered access views
fn bind_samplers(&mut self, ss: &[SamplerParam<Resources>])[src]
Bind a complete set of samplers
fn bind_pixel_targets(&mut self, pts: PixelTargetSet<Resources>)[src]
Bind a complete set of pixel targets, including multiple colors views and an optional depth/stencil view. Read more
fn bind_index(&mut self, buf: Buffer, itype: IndexType)[src]
Bind an index buffer
fn set_scissor(&mut self, rect: Rect)[src]
Set scissor rectangle
fn set_ref_values(&mut self, rv: RefValues)[src]
Set reference values for the blending and stencil front/back
fn update_buffer(&mut self, buf: Buffer, data: &[u8], offset_bytes: usize)[src]
Update a vertex/index/uniform buffer
fn update_texture(
&mut self,
ntex: NewTexture,
kind: Kind,
face: Option<CubeFace>,
data: &[u8],
img: RawImageInfo
)[src]
&mut self,
ntex: NewTexture,
kind: Kind,
face: Option<CubeFace>,
data: &[u8],
img: RawImageInfo
)
Update a texture
fn generate_mipmap(&mut self, srv: ResourceView)[src]
fn clear_color(&mut self, target: TargetView, value: ClearColor)[src]
Clear color target
fn clear_depth_stencil(
&mut self,
target: TargetView,
depth: Option<Depth>,
stencil: Option<Stencil>
)[src]
&mut self,
target: TargetView,
depth: Option<Depth>,
stencil: Option<Stencil>
)
fn call_draw(
&mut self,
start: VertexCount,
count: VertexCount,
instances: InstanceOption
)[src]
&mut self,
start: VertexCount,
count: VertexCount,
instances: InstanceOption
)
Draw a primitive
fn call_draw_indexed(
&mut self,
start: VertexCount,
count: VertexCount,
base: VertexCount,
instances: InstanceOption
)[src]
&mut self,
start: VertexCount,
count: VertexCount,
base: VertexCount,
instances: InstanceOption
)
Draw a primitive with index buffer