Struct gfx_device_gl::CommandBuffer
[−]
[src]
pub struct CommandBuffer { pub buf: Vec<Command>, pub data: DataBuffer, // some fields omitted }
Fields
buf | |
data |
pub struct CommandBuffer { pub buf: Vec<Command>, pub data: DataBuffer, // some fields omitted }
buf | |
data |
impl CommandBuffer
fn new(fbo: FrameBuffer) -> CommandBuffer
impl CommandBuffer<Resources> for CommandBuffer
fn clone_empty(&self) -> CommandBuffer
fn reset(&mut self)
fn bind_pipeline_state(&mut self, pso: PipelineState)
fn bind_vertex_buffers(&mut self, vbs: VertexBufferSet<Resources>)
fn bind_constant_buffers(&mut self, cbs: &[ConstantBufferParam<Resources>])
fn bind_global_constant(&mut self, loc: Location, value: UniformValue)
fn bind_resource_views(&mut self, srvs: &[ResourceViewParam<Resources>])
fn bind_unordered_views(&mut self, uavs: &[UnorderedViewParam<Resources>])
fn bind_samplers(&mut self, ss: &[SamplerParam<Resources>])
fn bind_pixel_targets(&mut self, pts: PixelTargetSet<Resources>)
fn bind_index(&mut self, buf: Buffer, itype: IndexType)
fn set_scissor(&mut self, rect: Rect)
fn set_ref_values(&mut self, rv: RefValues)
fn update_buffer(&mut self, buf: Buffer, data: &[u8], offset_bytes: usize)
fn update_texture(&mut self, ntex: NewTexture, kind: Kind, face: Option<CubeFace>, data: &[u8], img: RawImageInfo)
fn generate_mipmap(&mut self, srv: ResourceView)
fn clear_color(&mut self, target: TargetView, value: ClearColor)
fn clear_depth_stencil(&mut self, target: TargetView, depth: Option<Depth>, stencil: Option<Stencil>)
fn call_draw(&mut self, start: VertexCount, count: VertexCount, instances: InstanceOption)
fn call_draw_indexed(&mut self, start: VertexCount, count: VertexCount, base: VertexCount, instances: InstanceOption)