[−][src]Struct wgpu_core::hub::Global
Fields
instance: Instance
surfaces: Registry<Surface, SurfaceId, G>
Methods
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn render_bundle_encoder_finish<B: GfxBackend>(
&self,
bundle_encoder: RenderBundleEncoder,
desc: &RenderBundleDescriptor<Label>,
id_in: Input<G, RenderBundleId>
) -> RenderBundleId
[src]
&self,
bundle_encoder: RenderBundleEncoder,
desc: &RenderBundleDescriptor<Label>,
id_in: Input<G, RenderBundleId>
) -> RenderBundleId
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn command_encoder_run_compute_pass<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
raw_data: &[u8]
)
[src]
&self,
encoder_id: CommandEncoderId,
raw_data: &[u8]
)
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn command_encoder_run_render_pass<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
raw_data: &[u8]
)
[src]
&self,
encoder_id: CommandEncoderId,
raw_data: &[u8]
)
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn command_encoder_copy_buffer_to_buffer<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
source: BufferId,
source_offset: BufferAddress,
destination: BufferId,
destination_offset: BufferAddress,
size: BufferAddress
)
[src]
&self,
command_encoder_id: CommandEncoderId,
source: BufferId,
source_offset: BufferAddress,
destination: BufferId,
destination_offset: BufferAddress,
size: BufferAddress
)
pub fn command_encoder_copy_buffer_to_texture<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
source: &BufferCopyView,
destination: &TextureCopyView,
copy_size: &Extent3d
)
[src]
&self,
command_encoder_id: CommandEncoderId,
source: &BufferCopyView,
destination: &TextureCopyView,
copy_size: &Extent3d
)
pub fn command_encoder_copy_texture_to_buffer<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
source: &TextureCopyView,
destination: &BufferCopyView,
copy_size: &Extent3d
)
[src]
&self,
command_encoder_id: CommandEncoderId,
source: &TextureCopyView,
destination: &BufferCopyView,
copy_size: &Extent3d
)
pub fn command_encoder_copy_texture_to_texture<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId,
source: &TextureCopyView,
destination: &TextureCopyView,
copy_size: &Extent3d
)
[src]
&self,
command_encoder_id: CommandEncoderId,
source: &TextureCopyView,
destination: &TextureCopyView,
copy_size: &Extent3d
)
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn command_encoder_finish<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
_desc: &CommandBufferDescriptor
) -> CommandBufferId
[src]
&self,
encoder_id: CommandEncoderId,
_desc: &CommandBufferDescriptor
) -> CommandBufferId
pub fn command_encoder_push_debug_group<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
label: &str
)
[src]
&self,
encoder_id: CommandEncoderId,
label: &str
)
pub fn command_encoder_insert_debug_marker<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId,
label: &str
)
[src]
&self,
encoder_id: CommandEncoderId,
label: &str
)
pub fn command_encoder_pop_debug_group<B: GfxBackend>(
&self,
encoder_id: CommandEncoderId
)
[src]
&self,
encoder_id: CommandEncoderId
)
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn queue_write_buffer<B: GfxBackend>(
&self,
queue_id: QueueId,
buffer_id: BufferId,
buffer_offset: BufferAddress,
data: &[u8]
)
[src]
&self,
queue_id: QueueId,
buffer_id: BufferId,
buffer_offset: BufferAddress,
data: &[u8]
)
pub fn queue_write_texture<B: GfxBackend>(
&self,
queue_id: QueueId,
destination: &TextureCopyView,
data: &[u8],
data_layout: &TextureDataLayout,
size: &Extent3d
)
[src]
&self,
queue_id: QueueId,
destination: &TextureCopyView,
data: &[u8],
data_layout: &TextureDataLayout,
size: &Extent3d
)
pub fn queue_submit<B: GfxBackend>(
&self,
queue_id: QueueId,
command_buffer_ids: &[CommandBufferId]
)
[src]
&self,
queue_id: QueueId,
command_buffer_ids: &[CommandBufferId]
)
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn device_extensions<B: GfxBackend>(
&self,
device_id: DeviceId
) -> Extensions
[src]
&self,
device_id: DeviceId
) -> Extensions
pub fn device_limits<B: GfxBackend>(&self, device_id: DeviceId) -> Limits
[src]
pub fn device_capabilities<B: GfxBackend>(
&self,
device_id: DeviceId
) -> Capabilities
[src]
&self,
device_id: DeviceId
) -> Capabilities
pub fn device_create_buffer<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &BufferDescriptor<Label>,
id_in: Input<G, BufferId>
) -> BufferId
[src]
&self,
device_id: DeviceId,
desc: &BufferDescriptor<Label>,
id_in: Input<G, BufferId>
) -> BufferId
pub fn device_set_buffer_sub_data<B: GfxBackend>(
&self,
device_id: DeviceId,
buffer_id: BufferId,
offset: BufferAddress,
data: &[u8]
)
[src]
&self,
device_id: DeviceId,
buffer_id: BufferId,
offset: BufferAddress,
data: &[u8]
)
pub fn device_get_buffer_sub_data<B: GfxBackend>(
&self,
device_id: DeviceId,
buffer_id: BufferId,
offset: BufferAddress,
data: &mut [u8]
)
[src]
&self,
device_id: DeviceId,
buffer_id: BufferId,
offset: BufferAddress,
data: &mut [u8]
)
pub fn buffer_destroy<B: GfxBackend>(&self, buffer_id: BufferId)
[src]
pub fn device_create_texture<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &TextureDescriptor<Label>,
id_in: Input<G, TextureId>
) -> TextureId
[src]
&self,
device_id: DeviceId,
desc: &TextureDescriptor<Label>,
id_in: Input<G, TextureId>
) -> TextureId
pub fn texture_destroy<B: GfxBackend>(&self, texture_id: TextureId)
[src]
pub fn texture_create_view<B: GfxBackend>(
&self,
texture_id: TextureId,
desc: Option<&TextureViewDescriptor<Label>>,
id_in: Input<G, TextureViewId>
) -> TextureViewId
[src]
&self,
texture_id: TextureId,
desc: Option<&TextureViewDescriptor<Label>>,
id_in: Input<G, TextureViewId>
) -> TextureViewId
pub fn texture_view_destroy<B: GfxBackend>(
&self,
texture_view_id: TextureViewId
)
[src]
&self,
texture_view_id: TextureViewId
)
pub fn device_create_sampler<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &SamplerDescriptor<Label>,
id_in: Input<G, SamplerId>
) -> SamplerId
[src]
&self,
device_id: DeviceId,
desc: &SamplerDescriptor<Label>,
id_in: Input<G, SamplerId>
) -> SamplerId
pub fn sampler_destroy<B: GfxBackend>(&self, sampler_id: SamplerId)
[src]
pub fn device_create_bind_group_layout<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &BindGroupLayoutDescriptor,
id_in: Input<G, BindGroupLayoutId>
) -> Result<BindGroupLayoutId, BindGroupLayoutError>
[src]
&self,
device_id: DeviceId,
desc: &BindGroupLayoutDescriptor,
id_in: Input<G, BindGroupLayoutId>
) -> Result<BindGroupLayoutId, BindGroupLayoutError>
pub fn bind_group_layout_destroy<B: GfxBackend>(
&self,
bind_group_layout_id: BindGroupLayoutId
)
[src]
&self,
bind_group_layout_id: BindGroupLayoutId
)
pub fn device_create_pipeline_layout<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &PipelineLayoutDescriptor,
id_in: Input<G, PipelineLayoutId>
) -> Result<PipelineLayoutId, PipelineLayoutError>
[src]
&self,
device_id: DeviceId,
desc: &PipelineLayoutDescriptor,
id_in: Input<G, PipelineLayoutId>
) -> Result<PipelineLayoutId, PipelineLayoutError>
pub fn pipeline_layout_destroy<B: GfxBackend>(
&self,
pipeline_layout_id: PipelineLayoutId
)
[src]
&self,
pipeline_layout_id: PipelineLayoutId
)
pub fn device_create_bind_group<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &BindGroupDescriptor,
id_in: Input<G, BindGroupId>
) -> BindGroupId
[src]
&self,
device_id: DeviceId,
desc: &BindGroupDescriptor,
id_in: Input<G, BindGroupId>
) -> BindGroupId
pub fn bind_group_destroy<B: GfxBackend>(&self, bind_group_id: BindGroupId)
[src]
pub fn device_create_shader_module<B: GfxBackend>(
&self,
device_id: DeviceId,
source: ShaderModuleSource,
id_in: Input<G, ShaderModuleId>
) -> ShaderModuleId
[src]
&self,
device_id: DeviceId,
source: ShaderModuleSource,
id_in: Input<G, ShaderModuleId>
) -> ShaderModuleId
pub fn shader_module_destroy<B: GfxBackend>(
&self,
shader_module_id: ShaderModuleId
)
[src]
&self,
shader_module_id: ShaderModuleId
)
pub fn device_create_command_encoder<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &CommandEncoderDescriptor<Label>,
id_in: Input<G, CommandEncoderId>
) -> CommandEncoderId
[src]
&self,
device_id: DeviceId,
desc: &CommandEncoderDescriptor<Label>,
id_in: Input<G, CommandEncoderId>
) -> CommandEncoderId
pub fn command_encoder_destroy<B: GfxBackend>(
&self,
command_encoder_id: CommandEncoderId
)
[src]
&self,
command_encoder_id: CommandEncoderId
)
pub fn command_buffer_destroy<B: GfxBackend>(
&self,
command_buffer_id: CommandBufferId
)
[src]
&self,
command_buffer_id: CommandBufferId
)
pub fn device_create_render_bundle_encoder(
&self,
device_id: DeviceId,
desc: &RenderBundleEncoderDescriptor
) -> RenderBundleEncoderId
[src]
&self,
device_id: DeviceId,
desc: &RenderBundleEncoderDescriptor
) -> RenderBundleEncoderId
pub fn render_bundle_encoder_destroy(
&self,
render_bundle_encoder: RenderBundleEncoder
)
[src]
&self,
render_bundle_encoder: RenderBundleEncoder
)
pub fn render_bundle_destroy<B: GfxBackend>(
&self,
render_bundle_id: RenderBundleId
)
[src]
&self,
render_bundle_id: RenderBundleId
)
pub fn device_create_render_pipeline<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &RenderPipelineDescriptor,
id_in: Input<G, RenderPipelineId>
) -> Result<RenderPipelineId, RenderPipelineError>
[src]
&self,
device_id: DeviceId,
desc: &RenderPipelineDescriptor,
id_in: Input<G, RenderPipelineId>
) -> Result<RenderPipelineId, RenderPipelineError>
pub fn render_pipeline_destroy<B: GfxBackend>(
&self,
render_pipeline_id: RenderPipelineId
)
[src]
&self,
render_pipeline_id: RenderPipelineId
)
pub fn device_create_compute_pipeline<B: GfxBackend>(
&self,
device_id: DeviceId,
desc: &ComputePipelineDescriptor,
id_in: Input<G, ComputePipelineId>
) -> Result<ComputePipelineId, ComputePipelineError>
[src]
&self,
device_id: DeviceId,
desc: &ComputePipelineDescriptor,
id_in: Input<G, ComputePipelineId>
) -> Result<ComputePipelineId, ComputePipelineError>
pub fn compute_pipeline_destroy<B: GfxBackend>(
&self,
compute_pipeline_id: ComputePipelineId
)
[src]
&self,
compute_pipeline_id: ComputePipelineId
)
pub fn device_create_swap_chain<B: GfxBackend>(
&self,
device_id: DeviceId,
surface_id: SurfaceId,
desc: &SwapChainDescriptor
) -> SwapChainId
[src]
&self,
device_id: DeviceId,
surface_id: SurfaceId,
desc: &SwapChainDescriptor
) -> SwapChainId
pub fn device_poll<B: GfxBackend>(&self, device_id: DeviceId, force_wait: bool)
[src]
pub fn poll_all_devices(&self, force_wait: bool)
[src]
pub fn device_destroy<B: GfxBackend>(&self, device_id: DeviceId)
[src]
pub fn buffer_map_async<B: GfxBackend>(
&self,
buffer_id: BufferId,
range: Range<BufferAddress>,
op: BufferMapOperation
)
[src]
&self,
buffer_id: BufferId,
range: Range<BufferAddress>,
op: BufferMapOperation
)
pub fn buffer_get_mapped_range<B: GfxBackend>(
&self,
buffer_id: BufferId,
offset: BufferAddress,
_size: BufferSize
) -> *mut u8
[src]
&self,
buffer_id: BufferId,
offset: BufferAddress,
_size: BufferSize
) -> *mut u8
pub fn buffer_unmap<B: GfxBackend>(&self, buffer_id: BufferId)
[src]
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn instance_create_surface(
&self,
handle: &impl HasRawWindowHandle,
id_in: Input<G, SurfaceId>
) -> SurfaceId
[src]
&self,
handle: &impl HasRawWindowHandle,
id_in: Input<G, SurfaceId>
) -> SurfaceId
pub fn enumerate_adapters(
&self,
unsafe_extensions: UnsafeExtensions,
inputs: AdapterInputs<Input<G, AdapterId>>
) -> Vec<AdapterId>
[src]
&self,
unsafe_extensions: UnsafeExtensions,
inputs: AdapterInputs<Input<G, AdapterId>>
) -> Vec<AdapterId>
pub fn pick_adapter(
&self,
desc: &RequestAdapterOptions,
unsafe_extensions: UnsafeExtensions,
inputs: AdapterInputs<Input<G, AdapterId>>
) -> Option<AdapterId>
[src]
&self,
desc: &RequestAdapterOptions,
unsafe_extensions: UnsafeExtensions,
inputs: AdapterInputs<Input<G, AdapterId>>
) -> Option<AdapterId>
pub fn adapter_get_info<B: GfxBackend>(
&self,
adapter_id: AdapterId
) -> AdapterInfo
[src]
&self,
adapter_id: AdapterId
) -> AdapterInfo
pub fn adapter_extensions<B: GfxBackend>(
&self,
adapter_id: AdapterId
) -> Extensions
[src]
&self,
adapter_id: AdapterId
) -> Extensions
pub fn adapter_limits<B: GfxBackend>(&self, adapter_id: AdapterId) -> Limits
[src]
pub fn adapter_capabilities<B: GfxBackend>(
&self,
adapter_id: AdapterId
) -> Capabilities
[src]
&self,
adapter_id: AdapterId
) -> Capabilities
pub fn adapter_destroy<B: GfxBackend>(&self, adapter_id: AdapterId)
[src]
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn adapter_request_device<B: GfxBackend>(
&self,
adapter_id: AdapterId,
desc: &DeviceDescriptor,
trace_path: Option<&Path>,
id_in: Input<G, DeviceId>
) -> DeviceId
[src]
&self,
adapter_id: AdapterId,
desc: &DeviceDescriptor,
trace_path: Option<&Path>,
id_in: Input<G, DeviceId>
) -> DeviceId
impl<G: GlobalIdentityHandlerFactory> Global<G>
[src]
pub fn swap_chain_get_next_texture<B: GfxBackend>(
&self,
swap_chain_id: SwapChainId,
view_id_in: Input<G, TextureViewId>
) -> SwapChainOutput
[src]
&self,
swap_chain_id: SwapChainId,
view_id_in: Input<G, TextureViewId>
) -> SwapChainOutput
pub fn swap_chain_present<B: GfxBackend>(&self, swap_chain_id: SwapChainId)
[src]
Trait Implementations
impl<G: Debug + GlobalIdentityHandlerFactory> Debug for Global<G>
[src]
impl<G: GlobalIdentityHandlerFactory> Drop for Global<G>
[src]
Auto Trait Implementations
impl<G> !RefUnwindSafe for Global<G>
impl<G> Send for Global<G> where
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Send,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Send,
impl<G> Sync for Global<G> where
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Sync,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Sync,
impl<G> Unpin for Global<G> where
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: Unpin,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: Unpin,
impl<G> UnwindSafe for Global<G> where
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Adapter<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<BindGroup<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<BindGroupLayout<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Buffer<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<CommandBuffer<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<ComputePipeline<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Device<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<PipelineLayout<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<RenderBundle>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<RenderPipeline<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Sampler<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<ShaderModule<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Surface>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<SwapChain<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<Texture<Backend>>>>::Filter: UnwindSafe,
<G as IdentityHandlerFactory<Id<TextureView<Backend>>>>::Filter: UnwindSafe,
Blanket Implementations
impl<T> Any for T where
T: 'static + ?Sized,
[src]
T: 'static + ?Sized,
impl<T> Borrow<T> for T where
T: ?Sized,
[src]
T: ?Sized,
impl<T> BorrowMut<T> for T where
T: ?Sized,
[src]
T: ?Sized,
fn borrow_mut(&mut self) -> &mut T
[src]
impl<T> From<T> for T
[src]
impl<T, U> Into<U> for T where
U: From<T>,
[src]
U: From<T>,
impl<T, U> TryFrom<U> for T where
U: Into<T>,
[src]
U: Into<T>,
type Error = Infallible
The type returned in the event of a conversion error.
fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>
[src]
impl<T, U> TryInto<U> for T where
U: TryFrom<T>,
[src]
U: TryFrom<T>,