Trait gfx::traits::Factory
[−]
[src]
pub trait Factory<R> where R: Resources { type Mapper: Raw + Clone; fn get_capabilities(&self) -> &Capabilities; fn create_buffer_raw(&mut self, BufferInfo) -> Result<RawBuffer<R>, BufferError>; fn create_buffer_const_raw(&mut self, data: &[u8], stride: usize, BufferRole, Bind) -> Result<RawBuffer<R>, BufferError>; fn create_pipeline_state_raw(&mut self, &Program<R>, &Descriptor) -> Result<RawPipelineState<R>, CreationError>; fn create_program(&mut self, shader_set: &ShaderSet<R>) -> Result<Program<R>, String>; fn create_shader(&mut self, stage: Stage, code: &[u8]) -> Result<Shader<R>, CreateShaderError>; fn create_sampler(&mut self, SamplerInfo) -> Sampler<R>; fn map_buffer_raw(&mut self, &RawBuffer<R>, MapAccess) -> Self::Mapper; fn unmap_buffer_raw(&mut self, Self::Mapper); fn map_buffer_readable<T>(&mut self, &Buffer<R, T>) -> Readable<T, R, Self> where T: Copy; fn map_buffer_writable<T>(&mut self, &Buffer<R, T>) -> Writable<T, R, Self> where T: Copy; fn map_buffer_rw<T>(&mut self, &Buffer<R, T>) -> RW<T, R, Self> where T: Copy; fn create_texture_raw(&mut self, Descriptor, Option<ChannelType>, Option<&[&[u8]]>) -> Result<RawTexture<R>, Error>; fn view_buffer_as_shader_resource_raw(&mut self, &RawBuffer<R>) -> Result<RawShaderResourceView<R>, ResourceViewError>; fn view_buffer_as_unordered_access_raw(&mut self, &RawBuffer<R>) -> Result<RawUnorderedAccessView<R>, ResourceViewError>; fn view_texture_as_shader_resource_raw(&mut self, &RawTexture<R>, ResourceDesc) -> Result<RawShaderResourceView<R>, ResourceViewError>; fn view_texture_as_unordered_access_raw(&mut self, &RawTexture<R>) -> Result<RawUnorderedAccessView<R>, ResourceViewError>; fn view_texture_as_render_target_raw(&mut self, &RawTexture<R>, RenderDesc) -> Result<RawRenderTargetView<R>, TargetViewError>; fn view_texture_as_depth_stencil_raw(&mut self, &RawTexture<R>, DepthStencilDesc) -> Result<RawDepthStencilView<R>, TargetViewError>; fn create_buffer_const<T>(&mut self, data: &[T], role: BufferRole, bind: Bind) -> Result<Buffer<R, T>, BufferError> where T: Copy { ... } fn create_buffer_dynamic<T>(&mut self, num: usize, role: BufferRole, bind: Bind) -> Result<Buffer<R, T>, BufferError> { ... } fn create_buffer_staging<T>(&mut self, num: usize, role: BufferRole, bind: Bind, map: MapAccess) -> Result<Buffer<R, T>, BufferError> { ... } fn create_shader_vertex(&mut self, code: &[u8]) -> Result<VertexShader<R>, CreateShaderError> { ... } fn create_shader_geometry(&mut self, code: &[u8]) -> Result<GeometryShader<R>, CreateShaderError> { ... } fn create_shader_pixel(&mut self, code: &[u8]) -> Result<PixelShader<R>, CreateShaderError> { ... } fn create_texture<S>(&mut self, kind: Kind, levels: u8, bind: Bind, usage: Usage, channel_hint: Option<ChannelType>) -> Result<Texture<R, S>, Error> where S: SurfaceTyped { ... } fn view_buffer_as_shader_resource<T>(&mut self, buf: &Buffer<R, T>) -> Result<ShaderResourceView<R, T>, ResourceViewError> { ... } fn view_buffer_as_unordered_access<T>(&mut self, buf: &Buffer<R, T>) -> Result<UnorderedAccessView<R, T>, ResourceViewError> { ... } fn view_texture_as_shader_resource<T>(&mut self, tex: &Texture<R, T::Surface>, levels: (u8, u8), swizzle: Swizzle) -> Result<ShaderResourceView<R, T::View>, ResourceViewError> where T: TextureFormat { ... } fn view_texture_as_unordered_access<T>(&mut self, tex: &Texture<R, T::Surface>) -> Result<UnorderedAccessView<R, T::View>, ResourceViewError> where T: TextureFormat { ... } fn view_texture_as_render_target<T>(&mut self, tex: &Texture<R, T::Surface>, level: u8, layer: Option<u16>) -> Result<RenderTargetView<R, T>, TargetViewError> where T: RenderFormat { ... } fn view_texture_as_depth_stencil<T>(&mut self, tex: &Texture<R, T::Surface>, level: u8, layer: Option<u16>, flags: DepthStencilFlags) -> Result<DepthStencilView<R, T>, TargetViewError> where T: DepthFormat { ... } fn view_texture_as_depth_stencil_trivial<T>(&mut self, tex: &Texture<R, T::Surface>) -> Result<DepthStencilView<R, T>, TargetViewError> where T: DepthFormat { ... } fn create_texture_const_u8<T>(&mut self, kind: Kind, data: &[&[u8]]) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>), CombinedError> where T: TextureFormat { ... } fn create_texture_const<T>(&mut self, kind: Kind, data: &[&[T::Surface::DataType]]) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>), CombinedError> where T: TextureFormat { ... } fn create_render_target<T>(&mut self, width: u16, height: u16) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>, RenderTargetView<R, T>), CombinedError> where T: TextureFormat + RenderFormat { ... } fn create_depth_stencil<T>(&mut self, width: u16, height: u16) -> Result<(Texture<R, T::Surface>, ShaderResourceView<R, T::View>, DepthStencilView<R, T>), CombinedError> where T: DepthFormat + TextureFormat { ... } fn create_depth_stencil_view_only<T>(&mut self, width: u16, height: u16) -> Result<DepthStencilView<R, T>, CombinedError> where T: DepthFormat + TextureFormat { ... } }
A Factory
is responsible for creating and managing resources for the context it was created
with.
Construction and Handling
A Factory
is created by using the appropriate functions of the desired graphics backend.
An example using the OpenGL backend and Glutin.
extern crate gfx; extern crate gfx_device_gl; extern crate gfx_window_glutin; extern crate glutin; use gfx::format::{DepthStencil, Rgba8}; let builder = glutin::WindowBuilder::new().with_title("Factory Construction".to_string()); let (window, device, factory, rtv, stv) = gfx_window_glutin::init::<Rgba8, DepthStencil>(builder);
This factory structure can then be used to create and manage different resources, like buffers, shader programs and textures. See the individual methods for more information.
Also see FactoryExt
inside the gfx
trait for additional methods.
Associated Types
Required Methods
fn get_capabilities(&self) -> &Capabilities
Returns the capabilities of this Factory
. This usually depends on the graphics API being
used.
fn create_buffer_raw(&mut self, BufferInfo) -> Result<RawBuffer<R>, BufferError>
fn create_buffer_const_raw(&mut self, data: &[u8], stride: usize, BufferRole, Bind) -> Result<RawBuffer<R>, BufferError>
fn create_pipeline_state_raw(&mut self, &Program<R>, &Descriptor) -> Result<RawPipelineState<R>, CreationError>
Creates a new RawPipelineState
. To create a safely typed PipelineState
, see the
FactoryExt
trait and pso
module, both in the gfx
crate.
fn create_program(&mut self, shader_set: &ShaderSet<R>) -> Result<Program<R>, String>
Creates a new shader Program
for the supplied ShaderSet
.
fn create_shader(&mut self, stage: Stage, code: &[u8]) -> Result<Shader<R>, CreateShaderError>
Compiles a shader source into a Shader
object that can be used to create a shader
Program
.
fn create_sampler(&mut self, SamplerInfo) -> Sampler<R>
fn map_buffer_raw(&mut self, &RawBuffer<R>, MapAccess) -> Self::Mapper
fn unmap_buffer_raw(&mut self, Self::Mapper)
fn map_buffer_readable<T>(&mut self, &Buffer<R, T>) -> Readable<T, R, Self> where T: Copy
fn map_buffer_writable<T>(&mut self, &Buffer<R, T>) -> Writable<T, R, Self> where T: Copy
fn map_buffer_rw<T>(&mut self, &Buffer<R, T>) -> RW<T, R, Self> where T: Copy
fn create_texture_raw(&mut self, Descriptor, Option<ChannelType>, Option<&[&[u8]]>) -> Result<RawTexture<R>, Error>
Create a new empty raw texture with no data. The channel type parameter is a hint, required to assist backends that have no concept of typeless formats (OpenGL). The initial data, if given, has to be provided for all mip levels and slices: Slice0.Mip0, Slice0.Mip1, ..., Slice1.Mip0, ...
fn view_buffer_as_shader_resource_raw(&mut self, &RawBuffer<R>) -> Result<RawShaderResourceView<R>, ResourceViewError>
fn view_buffer_as_unordered_access_raw(&mut self, &RawBuffer<R>) -> Result<RawUnorderedAccessView<R>, ResourceViewError>
fn view_texture_as_shader_resource_raw(&mut self, &RawTexture<R>, ResourceDesc) -> Result<RawShaderResourceView<R>, ResourceViewError>
fn view_texture_as_unordered_access_raw(&mut self, &RawTexture<R>) -> Result<RawUnorderedAccessView<R>, ResourceViewError>
fn view_texture_as_render_target_raw(&mut self, &RawTexture<R>, RenderDesc) -> Result<RawRenderTargetView<R>, TargetViewError>
fn view_texture_as_depth_stencil_raw(&mut self, &RawTexture<R>, DepthStencilDesc) -> Result<RawDepthStencilView<R>, TargetViewError>
Provided Methods
fn create_buffer_const<T>(&mut self, data: &[T], role: BufferRole, bind: Bind) -> Result<Buffer<R, T>, BufferError> where T: Copy
fn create_buffer_dynamic<T>(&mut self, num: usize, role: BufferRole, bind: Bind) -> Result<Buffer<R, T>, BufferError>
fn create_buffer_staging<T>(&mut self, num: usize, role: BufferRole, bind: Bind, map: MapAccess) -> Result<Buffer<R, T>, BufferError>
fn create_shader_vertex(&mut self, code: &[u8]) -> Result<VertexShader<R>, CreateShaderError>
Compiles a VertexShader
from source.
fn create_shader_geometry(&mut self, code: &[u8]) -> Result<GeometryShader<R>, CreateShaderError>
Compiles a GeometryShader
from source.
fn create_shader_pixel(&mut self, code: &[u8]) -> Result<PixelShader<R>, CreateShaderError>
Compiles a PixelShader
from source. This is the same as what some APIs call a fragment
shader.