pub struct CommandEncoder<'a> { /* private fields */ }Implementations§
Source§impl<'a> CommandEncoder<'a>
impl<'a> CommandEncoder<'a>
pub fn raw_cmd(&self) -> CommandBuffer
pub fn begin_rendering_depth_only(&self, depth: ResourceHandle)
pub fn begin_rendering_discard(&self, color: ResourceHandle)
pub fn begin_rendering_load(&self, color: ResourceHandle)
pub fn begin_rendering_clear(&self, color: ResourceHandle, clear: [f32; 4])
pub fn begin_rendering_gbuffer( &self, albedo: ResourceHandle, normal: ResourceHandle, depth: ResourceHandle, clear_color: [f32; 4], )
pub fn blit_to_swapchain(&self, src: ResourceHandle, dst: ResourceHandle)
pub fn end_rendering(&self)
pub fn bind_pipeline(&mut self, pipeline: PipelineId)
pub fn bind_descriptor_sets( &self, pipeline: PipelineId, sets: &[DescriptorSetId], )
pub fn push_constants<T: Pod>( &self, pipeline: PipelineId, stage: ShaderStage, data: &T, )
pub fn bind_mesh(&self, mesh: &GpuMesh)
pub fn draw_indexed(&self, index_count: u32)
pub fn draw(&self, vertex_count: u32)
pub fn set_debug_label(&self, debug_utils: Option<&Device>, name: &str)
pub fn end_debug_label(&self, debug_utils: Option<&Device>)
pub fn extent_of(&self, handle: ResourceHandle) -> [f32; 2]
Auto Trait Implementations§
impl<'a> Freeze for CommandEncoder<'a>
impl<'a> RefUnwindSafe for CommandEncoder<'a>
impl<'a> Send for CommandEncoder<'a>
impl<'a> Sync for CommandEncoder<'a>
impl<'a> Unpin for CommandEncoder<'a>
impl<'a> UnsafeUnpin for CommandEncoder<'a>
impl<'a> UnwindSafe for CommandEncoder<'a>
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