Struct rin_scene::renderer::memory::Allocator [−][src]
pub struct Allocator<T, B> { /* fields omitted */ }
Implementations
impl<T, B> Allocator<T, B>
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impl<T, B> Allocator<T, B>
[src]impl<T, B> Allocator<T, B> where
T: 'static + Clone + VertexFormat,
Allocator<B>: InternalCreation<B> + Creation<B> + Updater,
B: 'static + Clone + BufferExt<u8> + Cast<IndexT>,
<B as Cast<IndexT>>::CastTo: 'static + BufferRange<IndexT> + BufferRangeMut<IndexT> + Clone,
Self: AllocatorFlags,
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impl<T, B> Allocator<T, B> where
T: 'static + Clone + VertexFormat,
Allocator<B>: InternalCreation<B> + Creation<B> + Updater,
B: 'static + Clone + BufferExt<u8> + Cast<IndexT>,
<B as Cast<IndexT>>::CastTo: 'static + BufferRange<IndexT> + BufferRangeMut<IndexT> + Clone,
Self: AllocatorFlags,
[src]pub fn vertices_static<C: CreationContext>(
&mut self,
gl: &C,
data: &[T]
) -> Result<BufferRef>
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&mut self,
gl: &C,
data: &[T]
) -> Result<BufferRef>
pub fn vertices_dynamic<C: CreationContext>(
&mut self,
gl: &C,
data: &[T]
) -> Result<BufferRef>
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&mut self,
gl: &C,
data: &[T]
) -> Result<BufferRef>
pub fn indices_static<C: CreationContext>(
&mut self,
gl: &C,
data: &[IndexT]
) -> Result<BufferRef>
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&mut self,
gl: &C,
data: &[IndexT]
) -> Result<BufferRef>
pub fn vao<C>(
&mut self,
gl: &C,
vao_id: VaoId,
model_normal_buffer: &SharedBuffer<(Mat4, Mat4)>,
material_offsets_buffer: Option<&SharedBuffer<u32>>
) -> Result<&mut Vao> where
C: CreationContext,
B: Cast<T>,
<B as Cast<T>>::CastTo: BufferRange<T> + Clone,
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&mut self,
gl: &C,
vao_id: VaoId,
model_normal_buffer: &SharedBuffer<(Mat4, Mat4)>,
material_offsets_buffer: Option<&SharedBuffer<u32>>
) -> Result<&mut Vao> where
C: CreationContext,
B: Cast<T>,
<B as Cast<T>>::CastTo: BufferRange<T> + Clone,
pub fn shadow_vao<C>(
&mut self,
gl: &C,
vao_id: VaoId,
model_buffer: &SharedBuffer<Mat4>,
material_offsets_buffer: Option<&SharedBuffer<u32>>
) -> Result<&mut Vao> where
C: CreationContext,
B: Cast<T>,
<B as Cast<T>>::CastTo: BufferRange<T> + Clone,
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&mut self,
gl: &C,
vao_id: VaoId,
model_buffer: &SharedBuffer<Mat4>,
material_offsets_buffer: Option<&SharedBuffer<u32>>
) -> Result<&mut Vao> where
C: CreationContext,
B: Cast<T>,
<B as Cast<T>>::CastTo: BufferRange<T> + Clone,
pub fn submesh_vaos(
&mut self,
gl: &Renderer<'_>,
geometry: &Geometry<T>,
submeshes: Option<SliceView<'_, Submesh>>,
dynamic: bool
) -> (Vec<VaoRange>, VaoRange, BufferRef, Option<BufferRef>)
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&mut self,
gl: &Renderer<'_>,
geometry: &Geometry<T>,
submeshes: Option<SliceView<'_, Submesh>>,
dynamic: bool
) -> (Vec<VaoRange>, VaoRange, BufferRef, Option<BufferRef>)
pub fn vao_range(&self, range: &VaoRange) -> VaoRangeInfo
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pub fn command(
&self,
range: &VaoRange,
base_instance: u32,
instance_count: u32
) -> DrawElementsIndirectCommand
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&self,
range: &VaoRange,
base_instance: u32,
instance_count: u32
) -> DrawElementsIndirectCommand
pub fn dynamic_vertex_buffer_range(
&self,
range: &BufferRef
) -> Range<T, <B as Cast<T>>::CastTo, <B as Cast<T>>::CastTo> where
B: Cast<T>,
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&self,
range: &BufferRef
) -> Range<T, <B as Cast<T>>::CastTo, <B as Cast<T>>::CastTo> where
B: Cast<T>,
pub fn update_vertex_buffer_range<C>(
&mut self,
gl: &C,
range: &BufferRef,
data: &[T]
) -> Result<()> where
C: CreationContext,
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&mut self,
gl: &C,
range: &BufferRef,
data: &[T]
) -> Result<()> where
C: CreationContext,
pub fn update_index_buffer_range<C>(
&mut self,
gl: &C,
range: &BufferRef,
data: &[IndexT]
) -> Result<()> where
C: CreationContext,
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&mut self,
gl: &C,
range: &BufferRef,
data: &[IndexT]
) -> Result<()> where
C: CreationContext,
pub fn debug_draw(&self, gl: &Renderer<'_>, pos: &Pnt2, w: f32, h: f32)
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pub fn vertex_buffer_range_len(&self, range: &BufferRef) -> usize
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pub fn index_buffer_range_len(&self, range: &BufferRef) -> usize
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Trait Implementations
impl<T> AllocatorFlags for Allocator<T, SharedBufferStorage<u8>>
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impl<T> AllocatorFlags for Allocator<T, SharedBufferStorage<u8>>
[src]fn static_flags() -> u32
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fn dynamic_flags() -> u32
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impl<T> AllocatorFlags for Allocator<T, SharedBuffer<u8>>
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impl<T> AllocatorFlags for Allocator<T, SharedBuffer<u8>>
[src]fn static_flags() -> u32
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fn dynamic_flags() -> u32
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Auto Trait Implementations
impl<T, B> !RefUnwindSafe for Allocator<T, B>
impl<T, B> !Send for Allocator<T, B>
impl<T, B> !Sync for Allocator<T, B>
impl<T, B> Unpin for Allocator<T, B> where
B: Unpin,
T: Unpin,
B: Unpin,
T: Unpin,
impl<T, B> !UnwindSafe for Allocator<T, B>
Blanket Implementations
impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
[src]pub fn to_subset(&self) -> Option<SS>
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pub fn is_in_subset(&self) -> bool
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pub fn to_subset_unchecked(&self) -> SS
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pub fn from_subset(element: &SS) -> SP
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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impl<SS, SP> SupersetOf<SS> for SP where
SS: SubsetOf<SP>,
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