pub struct Shaders {Show 21 fields
pub cs_blur_a8: LazilyCompiledShader,
pub cs_blur_rgba8: LazilyCompiledShader,
pub cs_border_segment: LazilyCompiledShader,
pub cs_border_solid: LazilyCompiledShader,
pub cs_scale: Vec<Option<LazilyCompiledShader>>,
pub cs_line_decoration: LazilyCompiledShader,
pub cs_fast_linear_gradient: LazilyCompiledShader,
pub cs_linear_gradient: LazilyCompiledShader,
pub cs_radial_gradient: LazilyCompiledShader,
pub cs_conic_gradient: LazilyCompiledShader,
pub cs_svg_filter: LazilyCompiledShader,
pub cs_clip_rectangle_slow: LazilyCompiledShader,
pub cs_clip_rectangle_fast: LazilyCompiledShader,
pub cs_clip_box_shadow: LazilyCompiledShader,
pub cs_clip_image: LazilyCompiledShader,
pub ps_text_run: TextShader,
pub ps_text_run_dual_source: Option<TextShader>,
pub ps_clear: LazilyCompiledShader,
pub composite_rgba: Vec<Option<LazilyCompiledShader>>,
pub composite_rgba_fast_path: Vec<Option<LazilyCompiledShader>>,
pub composite_yuv: Vec<Option<LazilyCompiledShader>>,
/* private fields */
}
Fields§
§cs_blur_a8: LazilyCompiledShader
§cs_blur_rgba8: LazilyCompiledShader
§cs_border_segment: LazilyCompiledShader
§cs_border_solid: LazilyCompiledShader
§cs_scale: Vec<Option<LazilyCompiledShader>>
§cs_line_decoration: LazilyCompiledShader
§cs_fast_linear_gradient: LazilyCompiledShader
§cs_linear_gradient: LazilyCompiledShader
§cs_radial_gradient: LazilyCompiledShader
§cs_conic_gradient: LazilyCompiledShader
§cs_svg_filter: LazilyCompiledShader
§cs_clip_rectangle_slow: LazilyCompiledShader
These are “cache clip shaders”. These shaders are used to draw clip instances into the cached clip mask. The results of these shaders are also used by the primitive shaders.
cs_clip_rectangle_fast: LazilyCompiledShader
§cs_clip_box_shadow: LazilyCompiledShader
§cs_clip_image: LazilyCompiledShader
§ps_text_run: TextShader
§ps_text_run_dual_source: Option<TextShader>
§ps_clear: LazilyCompiledShader
§composite_rgba: Vec<Option<LazilyCompiledShader>>
§composite_rgba_fast_path: Vec<Option<LazilyCompiledShader>>
§composite_yuv: Vec<Option<LazilyCompiledShader>>
Implementations§
Source§impl Shaders
impl Shaders
pub fn new( device: &mut Device, gl_type: GlType, options: &RendererOptions, ) -> Result<Self, ShaderError>
pub fn get_composite_shader( &mut self, format: CompositeSurfaceFormat, buffer_kind: ImageBufferKind, features: CompositeFeatures, ) -> &mut LazilyCompiledShader
pub fn get_scale_shader( &mut self, buffer_kind: ImageBufferKind, ) -> &mut LazilyCompiledShader
pub fn get( &mut self, key: &BatchKey, features: BatchFeatures, debug_flags: DebugFlags, device: &Device, ) -> &mut LazilyCompiledShader
pub fn deinit(self, device: &mut Device)
Auto Trait Implementations§
impl Freeze for Shaders
impl RefUnwindSafe for Shaders
impl !Send for Shaders
impl !Sync for Shaders
impl Unpin for Shaders
impl UnwindSafe for Shaders
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
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more
Source§impl<T> IntoEither for T
impl<T> IntoEither for T
Source§fn into_either(self, into_left: bool) -> Either<Self, Self>
fn into_either(self, into_left: bool) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left
is true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read moreSource§fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
fn into_either_with<F>(self, into_left: F) -> Either<Self, Self>
Converts
self
into a Left
variant of Either<Self, Self>
if into_left(&self)
returns true
.
Converts self
into a Right
variant of Either<Self, Self>
otherwise. Read more