[−][src]Trait amethyst_rendy::RenderGroupDesc
Descriptor for render group
Required methods
fn build(
self,
ctx: &GraphContext<B>,
factory: &mut Factory<B>,
queue: QueueId,
aux: &T,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
buffers: Vec<NodeBuffer>,
images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, T> + 'static>, Error>
self,
ctx: &GraphContext<B>,
factory: &mut Factory<B>,
queue: QueueId,
aux: &T,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
buffers: Vec<NodeBuffer>,
images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, T> + 'static>, Error>
Build render group.
Provided methods
fn builder(self) -> DescBuilder<B, T, Self>
Make render group builder.
fn buffers(&self) -> Vec<BufferAccess>
Get buffers used by the group. Empty by default.
fn images(&self) -> Vec<ImageAccess>
Get images used by the group. Empty by default.
fn colors(&self) -> usize
Number of color output images. One by default.
fn depth(&self) -> bool
Is depth image used. True by default.
Implementors
impl<B, T, P> RenderGroupDesc<B, T> for SimpleRenderGroupDesc<P> where
B: Backend,
P: SimpleGraphicsPipelineDesc<B, T>,
T: ?Sized,
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B: Backend,
P: SimpleGraphicsPipelineDesc<B, T>,
T: ?Sized,
fn buffers(&self) -> Vec<BufferAccess>
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fn images(&self) -> Vec<ImageAccess>
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fn colors(&self) -> usize
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fn depth(&self) -> bool
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fn build(
self,
ctx: &GraphContext<B>,
factory: &mut Factory<B>,
queue: QueueId,
aux: &T,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
buffers: Vec<NodeBuffer>,
images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, T> + 'static>, Error>
[src]
self,
ctx: &GraphContext<B>,
factory: &mut Factory<B>,
queue: QueueId,
aux: &T,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
buffers: Vec<NodeBuffer>,
images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, T> + 'static>, Error>
impl<B: Backend> RenderGroupDesc<B, World> for DrawDebugLinesDesc
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fn build(
self,
_ctx: &GraphContext<B>,
factory: &mut Factory<B>,
_queue: QueueId,
_aux: &World,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
_buffers: Vec<NodeBuffer>,
_images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, World>>, Error>
[src]
self,
_ctx: &GraphContext<B>,
factory: &mut Factory<B>,
_queue: QueueId,
_aux: &World,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
_buffers: Vec<NodeBuffer>,
_images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, World>>, Error>
impl<B: Backend> RenderGroupDesc<B, World> for DrawFlat2DDesc
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fn build(
self,
_ctx: &GraphContext<B>,
factory: &mut Factory<B>,
_queue: QueueId,
_aux: &World,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
_buffers: Vec<NodeBuffer>,
_images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, World>>, Error>
[src]
self,
_ctx: &GraphContext<B>,
factory: &mut Factory<B>,
_queue: QueueId,
_aux: &World,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
_buffers: Vec<NodeBuffer>,
_images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, World>>, Error>
impl<B: Backend> RenderGroupDesc<B, World> for DrawFlat2DTransparentDesc
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fn build(
self,
_ctx: &GraphContext<B>,
factory: &mut Factory<B>,
_queue: QueueId,
_world: &World,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
_buffers: Vec<NodeBuffer>,
_images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, World>>, Error>
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self,
_ctx: &GraphContext<B>,
factory: &mut Factory<B>,
_queue: QueueId,
_world: &World,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
_buffers: Vec<NodeBuffer>,
_images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, World>>, Error>
impl<B: Backend> RenderGroupDesc<B, World> for DrawSkyboxDesc
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fn build(
self,
_ctx: &GraphContext<B>,
factory: &mut Factory<B>,
queue: QueueId,
_resources: &World,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
_buffers: Vec<NodeBuffer>,
_images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, World>>, Error>
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self,
_ctx: &GraphContext<B>,
factory: &mut Factory<B>,
queue: QueueId,
_resources: &World,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
_buffers: Vec<NodeBuffer>,
_images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, World>>, Error>
impl<B: Backend, T: Base3DPassDef> RenderGroupDesc<B, World> for DrawBase3DDesc<B, T>
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fn build(
self,
_ctx: &GraphContext<B>,
factory: &mut Factory<B>,
_queue: QueueId,
_aux: &World,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
_buffers: Vec<NodeBuffer>,
_images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, World>>, Error>
[src]
self,
_ctx: &GraphContext<B>,
factory: &mut Factory<B>,
_queue: QueueId,
_aux: &World,
framebuffer_width: u32,
framebuffer_height: u32,
subpass: Subpass<B>,
_buffers: Vec<NodeBuffer>,
_images: Vec<NodeImage>
) -> Result<Box<dyn RenderGroup<B, World>>, Error>