pub struct FlatPass { /* private fields */ }Implementations§
Source§impl FlatPass
impl FlatPass
pub fn new(device: &Device, queue: &Queue) -> Self
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>
Auto Trait Implementations§
impl Freeze for FlatPass
impl !RefUnwindSafe for FlatPass
impl Send for FlatPass
impl Sync for FlatPass
impl Unpin for FlatPass
impl UnsafeUnpin for FlatPass
impl !UnwindSafe for FlatPass
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