devela::_dep::miniquad::graphics

Struct GlContext

pub struct GlContext { /* private fields */ }
Available on crate feature dep_miniquad only.

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impl GlContext

pub fn new() -> GlContext

pub fn features(&self) -> &Features

Trait Implementations§

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impl RenderingBackend for GlContext

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fn buffer_size(&mut self, buffer: BufferId) -> usize

Size of buffer in bytes

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fn delete_buffer(&mut self, buffer: BufferId)

Delete GPU buffer, leaving handle unmodified.

More high-level code on top of miniquad probably is going to call this in Drop implementation of some more RAII buffer object.

There is no protection against using deleted textures later. However its not an UB in OpenGl and thats why this function is not marked as unsafe

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fn apply_viewport(&mut self, x: i32, y: i32, w: i32, h: i32)

Set a new viewport rectangle. Should be applied after begin_pass.

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fn apply_scissor_rect(&mut self, x: i32, y: i32, w: i32, h: i32)

Set a new scissor rectangle. Should be applied after begin_pass.

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fn info(&self) -> ContextInfo

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fn new_shader( &mut self, shader: ShaderSource<'_>, meta: ShaderMeta, ) -> Result<ShaderId, ShaderError>

For metal context’s ShaderSource should contain MSL source string, for GL - glsl. If in doubt, most OpenGL contexts support “#version 100” glsl shaders. So far miniquad never encountered where it can create a rendering context, but version 100 shaders are not supported. Read more
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fn new_texture( &mut self, access: TextureAccess, source: TextureSource<'_>, params: TextureParams, ) -> TextureId

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fn delete_texture(&mut self, texture: TextureId)

Delete GPU texture, leaving handle unmodified. Read more
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fn delete_shader(&mut self, program: ShaderId)

Delete GPU program, leaving handle unmodified. Read more
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fn delete_pipeline(&mut self, pipeline: Pipeline)

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fn texture_set_wrap( &mut self, texture: TextureId, wrap_x: TextureWrap, wrap_y: TextureWrap, )

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fn texture_set_min_filter( &mut self, texture: TextureId, filter: FilterMode, mipmap_filter: MipmapFilterMode, )

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fn texture_set_mag_filter(&mut self, texture: TextureId, filter: FilterMode)

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fn texture_resize( &mut self, texture: TextureId, width: u32, height: u32, source: Option<&[u8]>, )

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fn texture_read_pixels(&mut self, texture: TextureId, source: &mut [u8])

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fn texture_generate_mipmaps(&mut self, texture: TextureId)

Metal-specific note: if texture was created without params.generate_mipmaps generate_mipmaps will do nothing. Read more
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fn texture_update_part( &mut self, texture: TextureId, x_offset: i32, y_offset: i32, width: i32, height: i32, source: &[u8], )

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fn texture_params(&self, texture: TextureId) -> TextureParams

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unsafe fn texture_raw_id(&self, texture: TextureId) -> RawId

Get OpenGL’s GLuint texture ID or metals ObjcId
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fn new_render_pass_mrt( &mut self, color_img: &[TextureId], resolve_img: Option<&[TextureId]>, depth_img: Option<TextureId>, ) -> RenderPass

Same as “new_render_pass”, but allows multiple color attachments. if resolve_img is set, MSAA-resolve operation will happen in end_render_pass this operation require color_img to have sample_count > 1,resolve_img have sample_count == 1, and color_img.len() should be equal to resolve_img.len() Read more
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fn render_pass_color_attachments(&self, render_pass: RenderPass) -> &[TextureId]

For depth-only render pass returns empty slice.
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fn delete_render_pass(&mut self, render_pass: RenderPass)

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fn new_pipeline( &mut self, buffer_layout: &[BufferLayout], attributes: &[VertexAttribute], shader: ShaderId, params: PipelineParams, ) -> Pipeline

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fn apply_pipeline(&mut self, pipeline: &Pipeline)

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fn new_buffer( &mut self, type_: BufferType, usage: BufferUsage, data: BufferSource<'_>, ) -> BufferId

Create a buffer resource object. Read more
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fn buffer_update(&mut self, buffer: BufferId, data: BufferSource<'_>)

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fn apply_bindings_from_slice( &mut self, vertex_buffers: &[BufferId], index_buffer: BufferId, textures: &[TextureId], )

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fn apply_uniforms_from_bytes(&mut self, uniform_ptr: *const u8, size: usize)

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fn clear( &mut self, color: Option<(f32, f32, f32, f32)>, depth: Option<f32>, stencil: Option<i32>, )

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fn begin_default_pass(&mut self, action: PassAction)

start rendering to the default frame buffer
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fn begin_pass(&mut self, pass: Option<RenderPass>, action: PassAction)

start rendering to an offscreen framebuffer
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fn end_render_pass(&mut self)

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fn commit_frame(&mut self)

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fn draw(&self, base_element: i32, num_elements: i32, num_instances: i32)

Draw elements using currently applied bindings and pipeline. Read more
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fn new_render_texture(&mut self, params: TextureParams) -> TextureId

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fn new_texture_from_data_and_format( &mut self, bytes: &[u8], params: TextureParams, ) -> TextureId

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fn new_texture_from_rgba8( &mut self, width: u16, height: u16, bytes: &[u8], ) -> TextureId

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fn texture_size(&self, texture: TextureId) -> (u32, u32)

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fn texture_update(&mut self, texture: TextureId, bytes: &[u8])

Update whole texture content bytes should be width * height * 4 size - non rgba8 textures are not supported yet anyway
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fn texture_set_filter( &mut self, texture: TextureId, filter: FilterMode, mipmap_filter: MipmapFilterMode, )

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fn new_render_pass( &mut self, color_img: TextureId, depth_img: Option<TextureId>, ) -> RenderPass

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fn render_pass_texture(&self, render_pass: RenderPass) -> TextureId

panics for depth-only or multiple color attachment render pass This function is, mostly, legacy. Using “render_pass_color_attachments” is recommended instead.
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fn apply_bindings(&mut self, bindings: &Bindings)

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fn apply_uniforms(&mut self, uniforms: UniformsSource<'_>)

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