Struct gfx_core::handle::Manager
[−]
[src]
pub struct Manager<R: Resources> { /* fields omitted */ }
Stores reference-counted resources used in a command buffer. Seals actual resource names behind the interface, automatically referencing them both by the Factory on resource creation and the Renderer during CommandBuffer population.
Methods
impl<R: Resources> Manager<R>
[src]
pub fn new() -> Manager<R>
[src]
Create a new handle manager
pub fn clear(&mut self)
[src]
Clear all references
pub fn extend(&mut self, other: &Manager<R>)
[src]
Extend with all references of another handle manager
pub fn count(&self) -> usize
[src]
Count the total number of referenced resources
pub fn ref_buffer<'a>(&mut self, handle: &'a RawBuffer<R>) -> &'a R::Buffer
[src]
Reference a buffer
pub fn ref_shader<'a>(&mut self, handle: &'a Shader<R>) -> &'a R::Shader
[src]
Reference a shader
pub fn ref_program<'a>(&mut self, handle: &'a Program<R>) -> &'a R::Program
[src]
Reference a program
pub fn ref_pso<'a>(
&mut self,
handle: &'a RawPipelineState<R>
) -> (&'a R::PipelineStateObject, &'a R::Program)
[src]
&mut self,
handle: &'a RawPipelineState<R>
) -> (&'a R::PipelineStateObject, &'a R::Program)
Reference a pipeline state object
pub fn ref_texture<'a>(&mut self, handle: &'a RawTexture<R>) -> &'a R::Texture
[src]
Reference a texture
pub fn ref_srv<'a>(
&mut self,
handle: &'a RawShaderResourceView<R>
) -> &'a R::ShaderResourceView
[src]
&mut self,
handle: &'a RawShaderResourceView<R>
) -> &'a R::ShaderResourceView
Reference a shader resource view
pub fn ref_uav<'a>(
&mut self,
handle: &'a RawUnorderedAccessView<R>
) -> &'a R::UnorderedAccessView
[src]
&mut self,
handle: &'a RawUnorderedAccessView<R>
) -> &'a R::UnorderedAccessView
Reference an unordered access view
pub fn ref_rtv<'a>(
&mut self,
handle: &'a RawRenderTargetView<R>
) -> &'a R::RenderTargetView
[src]
&mut self,
handle: &'a RawRenderTargetView<R>
) -> &'a R::RenderTargetView
Reference an RTV
pub fn ref_dsv<'a>(
&mut self,
handle: &'a RawDepthStencilView<R>
) -> &'a R::DepthStencilView
[src]
&mut self,
handle: &'a RawDepthStencilView<R>
) -> &'a R::DepthStencilView
Reference a DSV
pub fn ref_sampler<'a>(&mut self, handle: &'a Sampler<R>) -> &'a R::Sampler
[src]
Reference a sampler
pub fn ref_fence<'a>(&mut self, fence: &'a Fence<R>) -> &'a R::Fence
[src]
Reference a fence
Trait Implementations
impl<R: Resources> Producer<R> for Manager<R>
[src]
fn make_buffer(&mut self, res: R::Buffer, info: BufferInfo) -> RawBuffer<R>
[src]
fn make_shader(&mut self, res: R::Shader) -> Shader<R>
[src]
fn make_program(&mut self, res: R::Program, info: ProgramInfo) -> Program<R>
[src]
fn make_pso(
&mut self,
res: R::PipelineStateObject,
program: &Program<R>
) -> RawPipelineState<R>
[src]
&mut self,
res: R::PipelineStateObject,
program: &Program<R>
) -> RawPipelineState<R>
fn make_texture(&mut self, res: R::Texture, desc: Descriptor) -> RawTexture<R>
[src]
fn make_buffer_srv(
&mut self,
res: R::ShaderResourceView,
buf: &RawBuffer<R>
) -> RawShaderResourceView<R>
[src]
&mut self,
res: R::ShaderResourceView,
buf: &RawBuffer<R>
) -> RawShaderResourceView<R>
fn make_texture_srv(
&mut self,
res: R::ShaderResourceView,
tex: &RawTexture<R>
) -> RawShaderResourceView<R>
[src]
&mut self,
res: R::ShaderResourceView,
tex: &RawTexture<R>
) -> RawShaderResourceView<R>
fn make_buffer_uav(
&mut self,
res: R::UnorderedAccessView,
buf: &RawBuffer<R>
) -> RawUnorderedAccessView<R>
[src]
&mut self,
res: R::UnorderedAccessView,
buf: &RawBuffer<R>
) -> RawUnorderedAccessView<R>
fn make_texture_uav(
&mut self,
res: R::UnorderedAccessView,
tex: &RawTexture<R>
) -> RawUnorderedAccessView<R>
[src]
&mut self,
res: R::UnorderedAccessView,
tex: &RawTexture<R>
) -> RawUnorderedAccessView<R>
fn make_rtv(
&mut self,
res: R::RenderTargetView,
tex: &RawTexture<R>,
dim: Dimensions
) -> RawRenderTargetView<R>
[src]
&mut self,
res: R::RenderTargetView,
tex: &RawTexture<R>,
dim: Dimensions
) -> RawRenderTargetView<R>
fn make_dsv(
&mut self,
res: R::DepthStencilView,
tex: &RawTexture<R>,
dim: Dimensions
) -> RawDepthStencilView<R>
[src]
&mut self,
res: R::DepthStencilView,
tex: &RawTexture<R>,
dim: Dimensions
) -> RawDepthStencilView<R>
fn make_sampler(&mut self, res: R::Sampler, info: SamplerInfo) -> Sampler<R>
[src]
fn make_fence(&mut self, res: R::Fence) -> Fence<R>
[src]
fn clean_with<T, A: Fn(&mut T, &R::Buffer), B: Fn(&mut T, &R::Shader), C: Fn(&mut T, &R::Program), D: Fn(&mut T, &R::PipelineStateObject), E: Fn(&mut T, &R::Texture), F: Fn(&mut T, &R::ShaderResourceView), G: Fn(&mut T, &R::UnorderedAccessView), H: Fn(&mut T, &R::RenderTargetView), I: Fn(&mut T, &R::DepthStencilView), J: Fn(&mut T, &R::Sampler), K: Fn(&mut T, &R::Fence)>(
&mut self,
param: &mut T,
fa: A,
fb: B,
fc: C,
fd: D,
fe: E,
ff: F,
fg: G,
fh: H,
fi: I,
fj: J,
fk: K
)
[src]
&mut self,
param: &mut T,
fa: A,
fb: B,
fc: C,
fd: D,
fe: E,
ff: F,
fg: G,
fh: H,
fi: I,
fj: J,
fk: K
)
Walk through all the handles, keep ones that are reference elsewhere and call the provided delete function (resource-specific) for others Read more