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FlatPass

Struct FlatPass 

pub struct FlatPass { /* private fields */ }

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impl FlatPass

pub fn new(device: &Device, queue: &Queue) -> FlatPass

pub fn target_textures(&self) -> Vec<Texture>

pub fn set_clip(&mut self, clip: Option<[u32; 4]>)

pub fn set_capacity(&mut self, capacity: Option<[u32; 2]>)

pub fn pipelines_made(&self) -> usize

pub fn warm( &mut self, device: &Device, size: [u32; 2], finishes: &[(TextureFormat, bool, bool)], colour: bool, )

pub fn instance_count(&self) -> usize

pub fn instances(&self) -> &[Instance]

pub fn layer_count(&self) -> usize

pub fn prepare( &mut self, device: &Device, queue: &Queue, scene: &FlatScene<'_>, size: [u32; 2], ) -> Result<Fit, String>

pub fn colour_target(&mut self, device: &Device, size: [u32; 2]) -> TextureView

pub fn encode_colour( &self, encoder: &mut CommandEncoder, target: &TextureView, clear: Option<[f32; 4]>, profiler: Option<&mut GpuProfiler>, )

pub fn encode_ids( &self, encoder: &mut CommandEncoder, ids: &TextureView, clear: bool, profiler: Option<&mut GpuProfiler>, )

pub fn has_ids(&self) -> bool

pub fn encode_finish( &mut self, device: &Device, encoder: &mut CommandEncoder, source: &TextureView, target: &TextureView, format: TextureFormat, linear: bool, blend: bool, profiler: Option<&mut GpuProfiler>, )

pub fn render( &mut self, device: &Device, queue: &Queue, encoder: &mut CommandEncoder, scene: &FlatScene<'_>, target: FlatTarget<'_>, profiler: Option<&mut GpuProfiler>, ) -> Result<Fit, String>

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