Struct stark::graphics::GraphicsState [−][src]
pub struct GraphicsState<B: Backend> {Show fields
surface_extent: Extent2D,
instance: B::Instance,
surface: Option<B::Surface>,
adapter: Adapter<B>,
device: B::Device,
queue_group: QueueGroup<B>,
surface_color_format: Format,
render_passes: Vec<B::RenderPass>,
framebuffer: Option<B::Framebuffer>,
command_pool: Option<B::CommandPool>,
command_buffers: Vec<B::CommandBuffer>,
vertex_memory: Vec<B::Memory>,
vertex_buffers: Vec<B::Buffer>,
pipeline_layouts: Vec<B::PipelineLayout>,
pipelines: Vec<B::GraphicsPipeline>,
submission_complete_fence: Option<B::Fence>,
rendering_complete_semaphore: Option<B::Semaphore>,
}Expand description
Stores all persistent gfx-hal (Vulkan) objects
Fields
surface_extent: Extent2Dinstance: B::Instancesurface: Option<B::Surface>adapter: Adapter<B>device: B::Devicequeue_group: QueueGroup<B>surface_color_format: Formatrender_passes: Vec<B::RenderPass>framebuffer: Option<B::Framebuffer>command_pool: Option<B::CommandPool>command_buffers: Vec<B::CommandBuffer>vertex_memory: Vec<B::Memory>vertex_buffers: Vec<B::Buffer>pipeline_layouts: Vec<B::PipelineLayout>pipelines: Vec<B::GraphicsPipeline>submission_complete_fence: Option<B::Fence>rendering_complete_semaphore: Option<B::Semaphore>Implementations
impl<B: Backend> GraphicsState<B>[src]
impl<B: Backend> GraphicsState<B>[src]pub fn new(window: &FrameHandle, name: &str, width: u32, height: u32) -> Self[src]
pub fn new(window: &FrameHandle, name: &str, width: u32, height: u32) -> Self[src]Initialize the graphics system and track necessary state
pub fn draw_clear_frame(&mut self, color: [f32; 4]) -> Result<(), &str>[src]
pub fn draw_clear_frame(&mut self, color: [f32; 4]) -> Result<(), &str>[src]Draw a frame that is cleared to the specified color
pub fn config_swapchain(&mut self)[src]
pub fn config_swapchain(&mut self)[src]Reconfigure the swapchain (usually due to new surface extent)
pub fn set_extent(&mut self, width: u32, height: u32)[src]
pub fn set_extent(&mut self, width: u32, height: u32)[src]Set the size of the 2D graphics surface, in pixels
unsafe fn make_buffer(
&mut self,
buffer_len: u64,
usage: Usage,
properties: Properties
) -> (B::Memory, B::Buffer)[src]
unsafe fn make_buffer(
&mut self,
buffer_len: u64,
usage: Usage,
properties: Properties
) -> (B::Memory, B::Buffer)[src]Create a new buffer for graphics processing and bind its memory
fn compile_shader(glsl: &str, shader_kind: ShaderKind) -> Vec<u32>[src]
fn compile_shader(glsl: &str, shader_kind: ShaderKind) -> Vec<u32>[src]Compile GLSL shader code into SPIR-V
unsafe fn make_pipeline(
&mut self,
pipeline_layout: &B::PipelineLayout,
vertex_shader: &str,
fragment_shader: &str,
primitive_type: Primitive
) -> B::GraphicsPipeline[src]
unsafe fn make_pipeline(
&mut self,
pipeline_layout: &B::PipelineLayout,
vertex_shader: &str,
fragment_shader: &str,
primitive_type: Primitive
) -> B::GraphicsPipeline[src]Generate a basic graphics pipeline
Trait Implementations
Auto Trait Implementations
impl<B> RefUnwindSafe for GraphicsState<B> where
<B as Backend>::Buffer: RefUnwindSafe,
<B as Backend>::CommandBuffer: RefUnwindSafe,
<B as Backend>::CommandPool: RefUnwindSafe,
<B as Backend>::Device: RefUnwindSafe,
<B as Backend>::Fence: RefUnwindSafe,
<B as Backend>::Framebuffer: RefUnwindSafe,
<B as Backend>::GraphicsPipeline: RefUnwindSafe,
<B as Backend>::Instance: RefUnwindSafe,
<B as Backend>::Memory: RefUnwindSafe,
<B as Backend>::PhysicalDevice: RefUnwindSafe,
<B as Backend>::PipelineLayout: RefUnwindSafe,
<B as Backend>::Queue: RefUnwindSafe,
<B as Backend>::QueueFamily: RefUnwindSafe,
<B as Backend>::RenderPass: RefUnwindSafe,
<B as Backend>::Semaphore: RefUnwindSafe,
<B as Backend>::Surface: RefUnwindSafe,
<B as Backend>::Buffer: RefUnwindSafe,
<B as Backend>::CommandBuffer: RefUnwindSafe,
<B as Backend>::CommandPool: RefUnwindSafe,
<B as Backend>::Device: RefUnwindSafe,
<B as Backend>::Fence: RefUnwindSafe,
<B as Backend>::Framebuffer: RefUnwindSafe,
<B as Backend>::GraphicsPipeline: RefUnwindSafe,
<B as Backend>::Instance: RefUnwindSafe,
<B as Backend>::Memory: RefUnwindSafe,
<B as Backend>::PhysicalDevice: RefUnwindSafe,
<B as Backend>::PipelineLayout: RefUnwindSafe,
<B as Backend>::Queue: RefUnwindSafe,
<B as Backend>::QueueFamily: RefUnwindSafe,
<B as Backend>::RenderPass: RefUnwindSafe,
<B as Backend>::Semaphore: RefUnwindSafe,
<B as Backend>::Surface: RefUnwindSafe,
impl<B> Send for GraphicsState<B>
impl<B> Sync for GraphicsState<B>
impl<B> Unpin for GraphicsState<B> where
<B as Backend>::Buffer: Unpin,
<B as Backend>::CommandBuffer: Unpin,
<B as Backend>::CommandPool: Unpin,
<B as Backend>::Device: Unpin,
<B as Backend>::Fence: Unpin,
<B as Backend>::Framebuffer: Unpin,
<B as Backend>::GraphicsPipeline: Unpin,
<B as Backend>::Instance: Unpin,
<B as Backend>::Memory: Unpin,
<B as Backend>::PhysicalDevice: Unpin,
<B as Backend>::PipelineLayout: Unpin,
<B as Backend>::Queue: Unpin,
<B as Backend>::QueueFamily: Unpin,
<B as Backend>::RenderPass: Unpin,
<B as Backend>::Semaphore: Unpin,
<B as Backend>::Surface: Unpin,
<B as Backend>::Buffer: Unpin,
<B as Backend>::CommandBuffer: Unpin,
<B as Backend>::CommandPool: Unpin,
<B as Backend>::Device: Unpin,
<B as Backend>::Fence: Unpin,
<B as Backend>::Framebuffer: Unpin,
<B as Backend>::GraphicsPipeline: Unpin,
<B as Backend>::Instance: Unpin,
<B as Backend>::Memory: Unpin,
<B as Backend>::PhysicalDevice: Unpin,
<B as Backend>::PipelineLayout: Unpin,
<B as Backend>::Queue: Unpin,
<B as Backend>::QueueFamily: Unpin,
<B as Backend>::RenderPass: Unpin,
<B as Backend>::Semaphore: Unpin,
<B as Backend>::Surface: Unpin,
impl<B> UnwindSafe for GraphicsState<B> where
<B as Backend>::Buffer: UnwindSafe,
<B as Backend>::CommandBuffer: UnwindSafe,
<B as Backend>::CommandPool: UnwindSafe,
<B as Backend>::Device: UnwindSafe,
<B as Backend>::Fence: UnwindSafe,
<B as Backend>::Framebuffer: UnwindSafe,
<B as Backend>::GraphicsPipeline: UnwindSafe,
<B as Backend>::Instance: UnwindSafe,
<B as Backend>::Memory: UnwindSafe,
<B as Backend>::PhysicalDevice: UnwindSafe,
<B as Backend>::PipelineLayout: UnwindSafe,
<B as Backend>::Queue: UnwindSafe,
<B as Backend>::QueueFamily: UnwindSafe,
<B as Backend>::RenderPass: UnwindSafe,
<B as Backend>::Semaphore: UnwindSafe,
<B as Backend>::Surface: UnwindSafe,
<B as Backend>::Buffer: UnwindSafe,
<B as Backend>::CommandBuffer: UnwindSafe,
<B as Backend>::CommandPool: UnwindSafe,
<B as Backend>::Device: UnwindSafe,
<B as Backend>::Fence: UnwindSafe,
<B as Backend>::Framebuffer: UnwindSafe,
<B as Backend>::GraphicsPipeline: UnwindSafe,
<B as Backend>::Instance: UnwindSafe,
<B as Backend>::Memory: UnwindSafe,
<B as Backend>::PhysicalDevice: UnwindSafe,
<B as Backend>::PipelineLayout: UnwindSafe,
<B as Backend>::Queue: UnwindSafe,
<B as Backend>::QueueFamily: UnwindSafe,
<B as Backend>::RenderPass: UnwindSafe,
<B as Backend>::Semaphore: UnwindSafe,
<B as Backend>::Surface: UnwindSafe,