[][src]Struct wgpu_core::hub::Global

pub struct Global<G: GlobalIdentityHandlerFactory> {
    pub instance: Instance,
    pub surfaces: Registry<Surface, SurfaceId, G>,
    // some fields omitted
}

Fields

instance: Instancesurfaces: 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]

impl<G: GlobalIdentityHandlerFactory> Global<G>[src]

pub fn command_encoder_run_compute_pass<B: GfxBackend>(
    &self,
    encoder_id: CommandEncoderId,
    raw_data: &[u8]
)
[src]

impl<G: GlobalIdentityHandlerFactory> Global<G>[src]

pub fn command_encoder_run_render_pass<B: GfxBackend>(
    &self,
    encoder_id: CommandEncoderId,
    raw_data: &[u8]
)
[src]

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]

pub fn command_encoder_copy_buffer_to_texture<B: GfxBackend>(
    &self,
    command_encoder_id: CommandEncoderId,
    source: &BufferCopyView,
    destination: &TextureCopyView,
    copy_size: &Extent3d
)
[src]

pub fn command_encoder_copy_texture_to_buffer<B: GfxBackend>(
    &self,
    command_encoder_id: CommandEncoderId,
    source: &TextureCopyView,
    destination: &BufferCopyView,
    copy_size: &Extent3d
)
[src]

pub fn command_encoder_copy_texture_to_texture<B: GfxBackend>(
    &self,
    command_encoder_id: CommandEncoderId,
    source: &TextureCopyView,
    destination: &TextureCopyView,
    copy_size: &Extent3d
)
[src]

impl<G: GlobalIdentityHandlerFactory> Global<G>[src]

pub fn command_encoder_finish<B: GfxBackend>(
    &self,
    encoder_id: CommandEncoderId,
    _desc: &CommandBufferDescriptor
) -> CommandBufferId
[src]

pub fn command_encoder_push_debug_group<B: GfxBackend>(
    &self,
    encoder_id: CommandEncoderId,
    label: &str
)
[src]

pub fn command_encoder_insert_debug_marker<B: GfxBackend>(
    &self,
    encoder_id: CommandEncoderId,
    label: &str
)
[src]

pub fn command_encoder_pop_debug_group<B: GfxBackend>(
    &self,
    encoder_id: CommandEncoderId
)
[src]

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]

pub fn queue_write_texture<B: GfxBackend>(
    &self,
    queue_id: QueueId,
    destination: &TextureCopyView,
    data: &[u8],
    data_layout: &TextureDataLayout,
    size: &Extent3d
)
[src]

pub fn queue_submit<B: GfxBackend>(
    &self,
    queue_id: QueueId,
    command_buffer_ids: &[CommandBufferId]
)
[src]

impl<G: GlobalIdentityHandlerFactory> Global<G>[src]

pub fn device_extensions<B: GfxBackend>(
    &self,
    device_id: DeviceId
) -> Extensions
[src]

pub fn device_limits<B: GfxBackend>(&self, device_id: DeviceId) -> Limits[src]

pub fn device_capabilities<B: GfxBackend>(
    &self,
    device_id: DeviceId
) -> Capabilities
[src]

pub fn device_create_buffer<B: GfxBackend>(
    &self,
    device_id: DeviceId,
    desc: &BufferDescriptor<Label>,
    id_in: Input<G, BufferId>
) -> BufferId
[src]

pub fn device_set_buffer_sub_data<B: GfxBackend>(
    &self,
    device_id: DeviceId,
    buffer_id: BufferId,
    offset: BufferAddress,
    data: &[u8]
)
[src]

pub fn device_get_buffer_sub_data<B: GfxBackend>(
    &self,
    device_id: DeviceId,
    buffer_id: BufferId,
    offset: BufferAddress,
    data: &mut [u8]
)
[src]

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]

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]

pub fn texture_view_destroy<B: GfxBackend>(
    &self,
    texture_view_id: TextureViewId
)
[src]

pub fn device_create_sampler<B: GfxBackend>(
    &self,
    device_id: DeviceId,
    desc: &SamplerDescriptor<Label>,
    id_in: Input<G, SamplerId>
) -> SamplerId
[src]

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]

pub fn bind_group_layout_destroy<B: GfxBackend>(
    &self,
    bind_group_layout_id: BindGroupLayoutId
)
[src]

pub fn device_create_pipeline_layout<B: GfxBackend>(
    &self,
    device_id: DeviceId,
    desc: &PipelineLayoutDescriptor,
    id_in: Input<G, PipelineLayoutId>
) -> Result<PipelineLayoutId, PipelineLayoutError>
[src]

pub fn pipeline_layout_destroy<B: GfxBackend>(
    &self,
    pipeline_layout_id: PipelineLayoutId
)
[src]

pub fn device_create_bind_group<B: GfxBackend>(
    &self,
    device_id: DeviceId,
    desc: &BindGroupDescriptor,
    id_in: Input<G, BindGroupId>
) -> BindGroupId
[src]

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]

pub fn shader_module_destroy<B: GfxBackend>(
    &self,
    shader_module_id: ShaderModuleId
)
[src]

pub fn device_create_command_encoder<B: GfxBackend>(
    &self,
    device_id: DeviceId,
    desc: &CommandEncoderDescriptor<Label>,
    id_in: Input<G, CommandEncoderId>
) -> CommandEncoderId
[src]

pub fn command_encoder_destroy<B: GfxBackend>(
    &self,
    command_encoder_id: CommandEncoderId
)
[src]

pub fn command_buffer_destroy<B: GfxBackend>(
    &self,
    command_buffer_id: CommandBufferId
)
[src]

pub fn device_create_render_bundle_encoder(
    &self,
    device_id: DeviceId,
    desc: &RenderBundleEncoderDescriptor
) -> RenderBundleEncoderId
[src]

pub fn render_bundle_encoder_destroy(
    &self,
    render_bundle_encoder: RenderBundleEncoder
)
[src]

pub fn render_bundle_destroy<B: GfxBackend>(
    &self,
    render_bundle_id: RenderBundleId
)
[src]

pub fn device_create_render_pipeline<B: GfxBackend>(
    &self,
    device_id: DeviceId,
    desc: &RenderPipelineDescriptor,
    id_in: Input<G, RenderPipelineId>
) -> Result<RenderPipelineId, RenderPipelineError>
[src]

pub fn render_pipeline_destroy<B: GfxBackend>(
    &self,
    render_pipeline_id: RenderPipelineId
)
[src]

pub fn device_create_compute_pipeline<B: GfxBackend>(
    &self,
    device_id: DeviceId,
    desc: &ComputePipelineDescriptor,
    id_in: Input<G, ComputePipelineId>
) -> Result<ComputePipelineId, ComputePipelineError>
[src]

pub fn compute_pipeline_destroy<B: GfxBackend>(
    &self,
    compute_pipeline_id: ComputePipelineId
)
[src]

pub fn device_create_swap_chain<B: GfxBackend>(
    &self,
    device_id: DeviceId,
    surface_id: SurfaceId,
    desc: &SwapChainDescriptor
) -> SwapChainId
[src]

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]

pub fn buffer_get_mapped_range<B: GfxBackend>(
    &self,
    buffer_id: BufferId,
    offset: BufferAddress,
    _size: BufferSize
) -> *mut u8
[src]

pub fn buffer_unmap<B: GfxBackend>(&self, buffer_id: BufferId)[src]

impl<G: GlobalIdentityHandlerFactory> Global<G>[src]

pub fn new(name: &str, factory: G) -> Self[src]

impl<G: GlobalIdentityHandlerFactory> Global<G>[src]

pub fn instance_create_surface(
    &self,
    handle: &impl HasRawWindowHandle,
    id_in: Input<G, SurfaceId>
) -> SurfaceId
[src]

pub fn enumerate_adapters(
    &self,
    unsafe_extensions: UnsafeExtensions,
    inputs: AdapterInputs<Input<G, AdapterId>>
) -> Vec<AdapterId>
[src]

pub fn pick_adapter(
    &self,
    desc: &RequestAdapterOptions,
    unsafe_extensions: UnsafeExtensions,
    inputs: AdapterInputs<Input<G, AdapterId>>
) -> Option<AdapterId>
[src]

pub fn adapter_get_info<B: GfxBackend>(
    &self,
    adapter_id: AdapterId
) -> AdapterInfo
[src]

pub fn adapter_extensions<B: GfxBackend>(
    &self,
    adapter_id: AdapterId
) -> Extensions
[src]

pub fn adapter_limits<B: GfxBackend>(&self, adapter_id: AdapterId) -> Limits[src]

pub fn adapter_capabilities<B: GfxBackend>(
    &self,
    adapter_id: AdapterId
) -> Capabilities
[src]

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]

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]

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

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

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

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

Blanket Implementations

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

impl<T> Borrow<T> for T where
    T: ?Sized
[src]

impl<T> BorrowMut<T> for T where
    T: ?Sized
[src]

impl<T> From<T> for T[src]

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

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

type Error = Infallible

The type returned in the event of a conversion error.

impl<T, U> TryInto<U> for T where
    U: TryFrom<T>, 
[src]

type Error = <U as TryFrom<T>>::Error

The type returned in the event of a conversion error.