struct TargetRenderer {
pipeline: RenderPipeline,
bindgroup_layout: BindGroupLayout,
bindgroup_left: BindGroup,
bindgroup_right: BindGroup,
sampler: Sampler,
}
Expand description
Renderer that displays results on the screen.
Fields§
§pipeline: RenderPipeline
§bindgroup_layout: BindGroupLayout
§bindgroup_left: BindGroup
§bindgroup_right: BindGroup
§sampler: Sampler
Implementations§
Source§impl TargetRenderer
impl TargetRenderer
fn init( device: &Device, shader: &ShaderModule, format: TextureFormat, targets: &TextureTargets, ) -> TargetRenderer
fn create_bindgroups( device: &Device, layout: &BindGroupLayout, texture_targets: &TextureTargets, sampler: &Sampler, ) -> (BindGroup, BindGroup)
fn draw( &self, encoder: &mut CommandEncoder, surface_view: &TextureView, width: u32, height: u32, )
fn rebuild_resources( &mut self, device: &Device, texture_targets: &TextureTargets, )
Auto Trait Implementations§
impl Freeze for TargetRenderer
impl !RefUnwindSafe for TargetRenderer
impl Send for TargetRenderer
impl Sync for TargetRenderer
impl Unpin for TargetRenderer
impl !UnwindSafe for TargetRenderer
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
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T: Any,
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