Struct glin::Fence[][src]

pub struct Fence { /* fields omitted */ }

A fence can be used to wait until a gpu process has finished

To use it create a new one and then wait on it

The msot common pattern is to wait on it on the next frame or even later, for example for double or triple buffering with manual sync

Implementations

impl Fence[src]

pub fn wait(self) -> Result<()>[src]

Wait for all the gl calls before this fence was created to finish

Waiting on the fence consumes it so if it’s stored in a struct you might need to use an option with take to replace the current fence with None before replacing it again with a new one.

pub fn try_wait(&mut self, flags: GLenum, duration: Duration) -> Result<()>[src]

Try waiting duration for all the gl calls before this fence was created to finish

Trait Implementations

impl Drop for Fence[src]

Auto Trait Implementations

impl !RefUnwindSafe for Fence

impl !Send for Fence

impl !Sync for Fence

impl Unpin for Fence

impl !UnwindSafe for Fence

Blanket Implementations

impl<T> Any for T where
    T: 'static + ?Sized
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impl<T> Any for T where
    T: Any
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impl<T> Borrow<T> for T where
    T: ?Sized
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impl<T> BorrowMut<T> for T where
    T: ?Sized
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impl<T> From<T> for T[src]

impl<T, U> Into<U> for T where
    U: From<T>, 
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impl<T> Pointable for T[src]

type Init = T

The type for initializers.

impl<T, U> TryFrom<U> for T where
    U: Into<T>, 
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type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
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type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.