azul_core::gl

Struct VirtualGlDriver

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pub struct VirtualGlDriver {}
Expand description

Virtual OpenGL “driver”, that simply stores all the OpenGL calls and can replay them at a later stage.

This makes it easier to debug OpenGL calls, to sandbox / analyze / optimize and replay them (so that they don’t interfere) with other rendering tasks

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impl VirtualGlDriver

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pub fn new() -> Self

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impl Gl for VirtualGlDriver

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fn get_type(&self) -> GlType

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fn buffer_data_untyped( &self, target: GLenum, size: GLsizeiptr, data: *const GLvoid, usage: GLenum, )

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fn buffer_sub_data_untyped( &self, target: GLenum, offset: isize, size: GLsizeiptr, data: *const GLvoid, )

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fn map_buffer(&self, target: GLenum, access: GLbitfield) -> *mut c_void

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fn map_buffer_range( &self, target: GLenum, offset: GLintptr, length: GLsizeiptr, access: GLbitfield, ) -> *mut c_void

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fn unmap_buffer(&self, target: GLenum) -> GLboolean

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fn tex_buffer(&self, target: GLenum, internal_format: GLenum, buffer: GLuint)

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fn shader_source(&self, shader: GLuint, strings: &[&[u8]])

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fn read_buffer(&self, mode: GLenum)

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fn read_pixels_into_buffer( &self, x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, pixel_type: GLenum, dst_buffer: &mut [u8], )

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fn read_pixels( &self, x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, pixel_type: GLenum, ) -> Vec<u8>

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unsafe fn read_pixels_into_pbo( &self, x: GLint, y: GLint, width: GLsizei, height: GLsizei, format: GLenum, pixel_type: GLenum, )

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fn sample_coverage(&self, value: GLclampf, invert: bool)

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fn polygon_offset(&self, factor: GLfloat, units: GLfloat)

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fn pixel_store_i(&self, name: GLenum, param: GLint)

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fn gen_buffers(&self, n: GLsizei) -> Vec<GLuint>

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fn gen_renderbuffers(&self, n: GLsizei) -> Vec<GLuint>

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fn gen_framebuffers(&self, n: GLsizei) -> Vec<GLuint>

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fn gen_textures(&self, n: GLsizei) -> Vec<GLuint>

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fn gen_vertex_arrays(&self, n: GLsizei) -> Vec<GLuint>

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fn gen_queries(&self, n: GLsizei) -> Vec<GLuint>

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fn begin_query(&self, target: GLenum, id: GLuint)

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fn end_query(&self, target: GLenum)

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fn query_counter(&self, id: GLuint, target: GLenum)

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fn get_query_object_iv(&self, id: GLuint, pname: GLenum) -> i32

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fn get_query_object_uiv(&self, id: GLuint, pname: GLenum) -> u32

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fn get_query_object_i64v(&self, id: GLuint, pname: GLenum) -> i64

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fn get_query_object_ui64v(&self, id: GLuint, pname: GLenum) -> u64

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fn delete_queries(&self, queries: &[GLuint])

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fn delete_vertex_arrays(&self, vertex_arrays: &[GLuint])

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fn delete_buffers(&self, buffers: &[GLuint])

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fn delete_renderbuffers(&self, renderbuffers: &[GLuint])

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fn delete_framebuffers(&self, framebuffers: &[GLuint])

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fn delete_textures(&self, textures: &[GLuint])

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fn framebuffer_renderbuffer( &self, target: GLenum, attachment: GLenum, renderbuffertarget: GLenum, renderbuffer: GLuint, )

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fn renderbuffer_storage( &self, target: GLenum, internalformat: GLenum, width: GLsizei, height: GLsizei, )

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fn depth_func(&self, func: GLenum)

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fn active_texture(&self, texture: GLenum)

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fn attach_shader(&self, program: GLuint, shader: GLuint)

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fn bind_attrib_location(&self, program: GLuint, index: GLuint, name: &str)

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unsafe fn get_uniform_iv( &self, program: GLuint, location: GLint, result: &mut [GLint], )

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unsafe fn get_uniform_fv( &self, program: GLuint, location: GLint, result: &mut [GLfloat], )

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fn get_uniform_block_index(&self, program: GLuint, name: &str) -> GLuint

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fn get_uniform_indices(&self, program: GLuint, names: &[&str]) -> Vec<GLuint>

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fn bind_buffer_base(&self, target: GLenum, index: GLuint, buffer: GLuint)

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fn bind_buffer_range( &self, target: GLenum, index: GLuint, buffer: GLuint, offset: GLintptr, size: GLsizeiptr, )

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fn uniform_block_binding( &self, program: GLuint, uniform_block_index: GLuint, uniform_block_binding: GLuint, )

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fn bind_buffer(&self, target: GLenum, buffer: GLuint)

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fn bind_vertex_array(&self, vao: GLuint)

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fn bind_renderbuffer(&self, target: GLenum, renderbuffer: GLuint)

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fn bind_framebuffer(&self, target: GLenum, framebuffer: GLuint)

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fn bind_texture(&self, target: GLenum, texture: GLuint)

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fn draw_buffers(&self, bufs: &[GLenum])

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fn tex_image_2d( &self, target: GLenum, level: GLint, internal_format: GLint, width: GLsizei, height: GLsizei, border: GLint, format: GLenum, ty: GLenum, opt_data: Option<&[u8]>, )

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fn compressed_tex_image_2d( &self, target: GLenum, level: GLint, internal_format: GLenum, width: GLsizei, height: GLsizei, border: GLint, data: &[u8], )

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fn compressed_tex_sub_image_2d( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, data: &[u8], )

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fn tex_image_3d( &self, target: GLenum, level: GLint, internal_format: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, border: GLint, format: GLenum, ty: GLenum, opt_data: Option<&[u8]>, )

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fn copy_tex_image_2d( &self, target: GLenum, level: GLint, internal_format: GLenum, x: GLint, y: GLint, width: GLsizei, height: GLsizei, border: GLint, )

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fn copy_tex_sub_image_2d( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei, )

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fn copy_tex_sub_image_3d( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei, )

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fn tex_sub_image_2d( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, ty: GLenum, data: &[u8], )

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fn tex_sub_image_2d_pbo( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, format: GLenum, ty: GLenum, offset: usize, )

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fn tex_sub_image_3d( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, ty: GLenum, data: &[u8], )

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fn tex_sub_image_3d_pbo( &self, target: GLenum, level: GLint, xoffset: GLint, yoffset: GLint, zoffset: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, format: GLenum, ty: GLenum, offset: usize, )

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fn tex_storage_2d( &self, target: GLenum, levels: GLint, internal_format: GLenum, width: GLsizei, height: GLsizei, )

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fn tex_storage_3d( &self, target: GLenum, levels: GLint, internal_format: GLenum, width: GLsizei, height: GLsizei, depth: GLsizei, )

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fn get_tex_image_into_buffer( &self, target: GLenum, level: GLint, format: GLenum, ty: GLenum, output: &mut [u8], )

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unsafe fn copy_image_sub_data( &self, src_name: GLuint, src_target: GLenum, src_level: GLint, src_x: GLint, src_y: GLint, src_z: GLint, dst_name: GLuint, dst_target: GLenum, dst_level: GLint, dst_x: GLint, dst_y: GLint, dst_z: GLint, src_width: GLsizei, src_height: GLsizei, src_depth: GLsizei, )

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fn invalidate_framebuffer(&self, target: GLenum, attachments: &[GLenum])

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fn invalidate_sub_framebuffer( &self, target: GLenum, attachments: &[GLenum], xoffset: GLint, yoffset: GLint, width: GLsizei, height: GLsizei, )

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unsafe fn get_integer_v(&self, name: GLenum, result: &mut [GLint])

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unsafe fn get_integer_64v(&self, name: GLenum, result: &mut [GLint64])

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unsafe fn get_integer_iv( &self, name: GLenum, index: GLuint, result: &mut [GLint], )

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unsafe fn get_integer_64iv( &self, name: GLenum, index: GLuint, result: &mut [GLint64], )

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unsafe fn get_boolean_v(&self, name: GLenum, result: &mut [GLboolean])

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unsafe fn get_float_v(&self, name: GLenum, result: &mut [GLfloat])

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fn get_framebuffer_attachment_parameter_iv( &self, target: GLenum, attachment: GLenum, pname: GLenum, ) -> GLint

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fn get_renderbuffer_parameter_iv(&self, target: GLenum, pname: GLenum) -> GLint

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fn get_tex_parameter_iv(&self, target: GLenum, name: GLenum) -> GLint

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fn get_tex_parameter_fv(&self, target: GLenum, name: GLenum) -> GLfloat

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fn tex_parameter_i(&self, target: GLenum, pname: GLenum, param: GLint)

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fn tex_parameter_f(&self, target: GLenum, pname: GLenum, param: GLfloat)

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fn framebuffer_texture_2d( &self, target: GLenum, attachment: GLenum, textarget: GLenum, texture: GLuint, level: GLint, )

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fn framebuffer_texture_layer( &self, target: GLenum, attachment: GLenum, texture: GLuint, level: GLint, layer: GLint, )

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fn blit_framebuffer( &self, src_x0: GLint, src_y0: GLint, src_x1: GLint, src_y1: GLint, dst_x0: GLint, dst_y0: GLint, dst_x1: GLint, dst_y1: GLint, mask: GLbitfield, filter: GLenum, )

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fn vertex_attrib_4f( &self, index: GLuint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat, )

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fn vertex_attrib_pointer_f32( &self, index: GLuint, size: GLint, normalized: bool, stride: GLsizei, offset: GLuint, )

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fn vertex_attrib_pointer( &self, index: GLuint, size: GLint, type_: GLenum, normalized: bool, stride: GLsizei, offset: GLuint, )

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fn vertex_attrib_i_pointer( &self, index: GLuint, size: GLint, type_: GLenum, stride: GLsizei, offset: GLuint, )

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fn vertex_attrib_divisor(&self, index: GLuint, divisor: GLuint)

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fn viewport(&self, x: GLint, y: GLint, width: GLsizei, height: GLsizei)

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fn scissor(&self, x: GLint, y: GLint, width: GLsizei, height: GLsizei)

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fn line_width(&self, width: GLfloat)

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fn use_program(&self, program: GLuint)

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fn validate_program(&self, program: GLuint)

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fn draw_arrays(&self, mode: GLenum, first: GLint, count: GLsizei)

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fn draw_arrays_instanced( &self, mode: GLenum, first: GLint, count: GLsizei, primcount: GLsizei, )

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fn draw_elements( &self, mode: GLenum, count: GLsizei, element_type: GLenum, indices_offset: GLuint, )

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fn draw_elements_instanced( &self, mode: GLenum, count: GLsizei, element_type: GLenum, indices_offset: GLuint, primcount: GLsizei, )

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fn blend_color(&self, r: f32, g: f32, b: f32, a: f32)

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fn blend_func(&self, sfactor: GLenum, dfactor: GLenum)

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fn blend_func_separate( &self, src_rgb: GLenum, dest_rgb: GLenum, src_alpha: GLenum, dest_alpha: GLenum, )

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fn blend_equation(&self, mode: GLenum)

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fn blend_equation_separate(&self, mode_rgb: GLenum, mode_alpha: GLenum)

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fn color_mask(&self, r: bool, g: bool, b: bool, a: bool)

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fn cull_face(&self, mode: GLenum)

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fn front_face(&self, mode: GLenum)

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fn enable(&self, cap: GLenum)

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fn disable(&self, cap: GLenum)

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fn hint(&self, param_name: GLenum, param_val: GLenum)

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fn is_enabled(&self, cap: GLenum) -> GLboolean

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fn is_shader(&self, shader: GLuint) -> GLboolean

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fn is_texture(&self, texture: GLenum) -> GLboolean

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fn is_framebuffer(&self, framebuffer: GLenum) -> GLboolean

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fn is_renderbuffer(&self, renderbuffer: GLenum) -> GLboolean

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fn check_frame_buffer_status(&self, target: GLenum) -> GLenum

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fn enable_vertex_attrib_array(&self, index: GLuint)

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fn disable_vertex_attrib_array(&self, index: GLuint)

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fn uniform_1f(&self, location: GLint, v0: GLfloat)

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fn uniform_1fv(&self, location: GLint, values: &[f32])

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fn uniform_1i(&self, location: GLint, v0: GLint)

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fn uniform_1iv(&self, location: GLint, values: &[i32])

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fn uniform_1ui(&self, location: GLint, v0: GLuint)

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fn uniform_2f(&self, location: GLint, v0: GLfloat, v1: GLfloat)

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fn uniform_2fv(&self, location: GLint, values: &[f32])

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fn uniform_2i(&self, location: GLint, v0: GLint, v1: GLint)

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fn uniform_2iv(&self, location: GLint, values: &[i32])

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fn uniform_2ui(&self, location: GLint, v0: GLuint, v1: GLuint)

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fn uniform_3f(&self, location: GLint, v0: GLfloat, v1: GLfloat, v2: GLfloat)

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fn uniform_3fv(&self, location: GLint, values: &[f32])

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fn uniform_3i(&self, location: GLint, v0: GLint, v1: GLint, v2: GLint)

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fn uniform_3iv(&self, location: GLint, values: &[i32])

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fn uniform_3ui(&self, location: GLint, v0: GLuint, v1: GLuint, v2: GLuint)

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fn uniform_4f( &self, location: GLint, x: GLfloat, y: GLfloat, z: GLfloat, w: GLfloat, )

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fn uniform_4i(&self, location: GLint, x: GLint, y: GLint, z: GLint, w: GLint)

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fn uniform_4iv(&self, location: GLint, values: &[i32])

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fn uniform_4ui( &self, location: GLint, x: GLuint, y: GLuint, z: GLuint, w: GLuint, )

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fn uniform_4fv(&self, location: GLint, values: &[f32])

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fn uniform_matrix_2fv(&self, location: GLint, transpose: bool, value: &[f32])

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fn uniform_matrix_3fv(&self, location: GLint, transpose: bool, value: &[f32])

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fn uniform_matrix_4fv(&self, location: GLint, transpose: bool, value: &[f32])

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fn depth_mask(&self, flag: bool)

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fn depth_range(&self, near: f64, far: f64)

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fn get_active_attrib( &self, program: GLuint, index: GLuint, ) -> (i32, u32, String)

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fn get_active_uniform( &self, program: GLuint, index: GLuint, ) -> (i32, u32, String)

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fn get_active_uniforms_iv( &self, program: GLuint, indices: Vec<GLuint>, pname: GLenum, ) -> Vec<GLint>

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fn get_active_uniform_block_i( &self, program: GLuint, index: GLuint, pname: GLenum, ) -> GLint

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fn get_active_uniform_block_iv( &self, program: GLuint, index: GLuint, pname: GLenum, ) -> Vec<GLint>

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fn get_active_uniform_block_name( &self, program: GLuint, index: GLuint, ) -> String

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fn get_attrib_location(&self, program: GLuint, name: &str) -> c_int

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fn get_frag_data_location(&self, program: GLuint, name: &str) -> c_int

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fn get_uniform_location(&self, program: GLuint, name: &str) -> c_int

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fn get_program_info_log(&self, program: GLuint) -> String

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unsafe fn get_program_iv( &self, program: GLuint, pname: GLenum, result: &mut [GLint], )

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fn get_program_binary(&self, program: GLuint) -> (Vec<u8>, GLenum)

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fn program_binary(&self, program: GLuint, format: GLenum, binary: &[u8])

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fn program_parameter_i(&self, program: GLuint, pname: GLenum, value: GLint)

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unsafe fn get_vertex_attrib_iv( &self, index: GLuint, pname: GLenum, result: &mut [GLint], )

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unsafe fn get_vertex_attrib_fv( &self, index: GLuint, pname: GLenum, result: &mut [GLfloat], )

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fn get_vertex_attrib_pointer_v( &self, index: GLuint, pname: GLenum, ) -> GLsizeiptr

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fn get_buffer_parameter_iv(&self, target: GLuint, pname: GLenum) -> GLint

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fn get_shader_info_log(&self, shader: GLuint) -> String

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fn get_string(&self, which: GLenum) -> String

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fn get_string_i(&self, which: GLenum, index: GLuint) -> String

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unsafe fn get_shader_iv( &self, shader: GLuint, pname: GLenum, result: &mut [GLint], )

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fn get_shader_precision_format( &self, shader_type: GLuint, precision_type: GLuint, ) -> (GLint, GLint, GLint)

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fn compile_shader(&self, shader: GLuint)

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fn create_program(&self) -> GLuint

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fn delete_program(&self, program: GLuint)

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fn create_shader(&self, shader_type: GLenum) -> GLuint

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fn delete_shader(&self, shader: GLuint)

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fn detach_shader(&self, program: GLuint, shader: GLuint)

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fn clear_color(&self, r: f32, g: f32, b: f32, a: f32)

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fn clear(&self, buffer_mask: GLbitfield)

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fn clear_depth(&self, depth: f64)

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fn clear_stencil(&self, s: GLint)

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fn flush(&self)

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fn finish(&self)

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fn get_error(&self) -> GLenum

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fn stencil_mask(&self, mask: GLuint)

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fn stencil_mask_separate(&self, face: GLenum, mask: GLuint)

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fn stencil_func(&self, func: GLenum, ref_: GLint, mask: GLuint)

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fn stencil_func_separate( &self, face: GLenum, func: GLenum, ref_: GLint, mask: GLuint, )

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fn stencil_op(&self, sfail: GLenum, dpfail: GLenum, dppass: GLenum)

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fn stencil_op_separate( &self, face: GLenum, sfail: GLenum, dpfail: GLenum, dppass: GLenum, )

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fn egl_image_target_texture2d_oes(&self, target: GLenum, image: GLeglImageOES)

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fn generate_mipmap(&self, target: GLenum)

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fn insert_event_marker_ext(&self, message: &str)

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fn push_group_marker_ext(&self, message: &str)

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fn pop_group_marker_ext(&self)

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fn debug_message_insert_khr( &self, source: GLenum, type_: GLenum, id: GLuint, severity: GLenum, message: &str, )

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fn push_debug_group_khr(&self, source: GLenum, id: GLuint, message: &str)

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fn pop_debug_group_khr(&self)

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fn fence_sync(&self, condition: GLenum, flags: GLbitfield) -> GLsync

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fn client_wait_sync(&self, sync: GLsync, flags: GLbitfield, timeout: GLuint64)

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fn wait_sync(&self, sync: GLsync, flags: GLbitfield, timeout: GLuint64)

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fn delete_sync(&self, sync: GLsync)

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fn texture_range_apple(&self, target: GLenum, data: &[u8])

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fn gen_fences_apple(&self, n: GLsizei) -> Vec<GLuint>

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fn delete_fences_apple(&self, fences: &[GLuint])

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fn set_fence_apple(&self, fence: GLuint)

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fn finish_fence_apple(&self, fence: GLuint)

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fn test_fence_apple(&self, fence: GLuint)

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fn test_object_apple(&self, object: GLenum, name: GLuint) -> GLboolean

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fn finish_object_apple(&self, object: GLenum, name: GLuint)

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fn get_frag_data_index(&self, program: GLuint, name: &str) -> GLint

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fn blend_barrier_khr(&self)

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fn bind_frag_data_location_indexed( &self, program: GLuint, color_number: GLuint, index: GLuint, name: &str, )

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fn get_debug_messages(&self) -> Vec<DebugMessage>

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fn provoking_vertex_angle(&self, mode: GLenum)

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fn gen_vertex_arrays_apple(&self, n: GLsizei) -> Vec<GLuint>

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fn bind_vertex_array_apple(&self, vao: GLuint)

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fn delete_vertex_arrays_apple(&self, vertex_arrays: &[GLuint])

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fn copy_texture_chromium( &self, source_id: GLuint, source_level: GLint, dest_target: GLenum, dest_id: GLuint, dest_level: GLint, internal_format: GLint, dest_type: GLenum, unpack_flip_y: GLboolean, unpack_premultiply_alpha: GLboolean, unpack_unmultiply_alpha: GLboolean, )

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fn copy_sub_texture_chromium( &self, source_id: GLuint, source_level: GLint, dest_target: GLenum, dest_id: GLuint, dest_level: GLint, x_offset: GLint, y_offset: GLint, x: GLint, y: GLint, width: GLsizei, height: GLsizei, unpack_flip_y: GLboolean, unpack_premultiply_alpha: GLboolean, unpack_unmultiply_alpha: GLboolean, )

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fn egl_image_target_renderbuffer_storage_oes( &self, target: u32, image: *const c_void, )

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fn copy_texture_3d_angle( &self, source_id: GLuint, source_level: GLint, dest_target: GLenum, dest_id: GLuint, dest_level: GLint, internal_format: GLint, dest_type: GLenum, unpack_flip_y: GLboolean, unpack_premultiply_alpha: GLboolean, unpack_unmultiply_alpha: GLboolean, )

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fn copy_sub_texture_3d_angle( &self, source_id: GLuint, source_level: GLint, dest_target: GLenum, dest_id: GLuint, dest_level: GLint, x_offset: GLint, y_offset: GLint, z_offset: GLint, x: GLint, y: GLint, z: GLint, width: GLsizei, height: GLsizei, depth: GLsizei, unpack_flip_y: GLboolean, unpack_premultiply_alpha: GLboolean, unpack_unmultiply_alpha: GLboolean, )

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fn borrow(&self) -> &T

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fn borrow_mut(&mut self) -> &mut T

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impl<T> From<T> for T

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fn from(t: T) -> T

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impl<T, U> Into<U> for T
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fn into(self) -> U

Calls U::from(self).

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type Error = Infallible

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fn try_from(value: U) -> Result<T, <T as TryFrom<U>>::Error>

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impl<T, U> TryInto<U> for T
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type Error = <U as TryFrom<T>>::Error

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fn try_into(self) -> Result<U, <U as TryFrom<T>>::Error>

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