pub enum Action<'a> {
Show 36 variants
Init {
desc: DeviceDescriptor<'a>,
backend: Backend,
},
ConfigureSurface(SurfaceId, SurfaceConfiguration<Vec<TextureFormat>>),
CreateBuffer(BufferId, BufferDescriptor<'a>),
FreeBuffer(BufferId),
DestroyBuffer(BufferId),
CreateTexture(TextureId, TextureDescriptor<'a>),
FreeTexture(TextureId),
DestroyTexture(TextureId),
CreateTextureView {
id: TextureViewId,
parent_id: TextureId,
desc: TextureViewDescriptor<'a>,
},
DestroyTextureView(TextureViewId),
CreateSampler(SamplerId, SamplerDescriptor<'a>),
DestroySampler(SamplerId),
GetSurfaceTexture {
id: TextureId,
parent_id: SurfaceId,
},
Present(SurfaceId),
DiscardSurfaceTexture(SurfaceId),
CreateBindGroupLayout(BindGroupLayoutId, BindGroupLayoutDescriptor<'a>),
DestroyBindGroupLayout(BindGroupLayoutId),
CreatePipelineLayout(PipelineLayoutId, PipelineLayoutDescriptor<'a>),
DestroyPipelineLayout(PipelineLayoutId),
CreateBindGroup(BindGroupId, BindGroupDescriptor<'a>),
DestroyBindGroup(BindGroupId),
CreateShaderModule {
id: ShaderModuleId,
desc: ShaderModuleDescriptor<'a>,
data: String,
},
DestroyShaderModule(ShaderModuleId),
CreateComputePipeline {
id: ComputePipelineId,
desc: ComputePipelineDescriptor<'a>,
implicit_context: Option<ImplicitPipelineContext>,
},
DestroyComputePipeline(ComputePipelineId),
CreateRenderPipeline {
id: RenderPipelineId,
desc: RenderPipelineDescriptor<'a>,
implicit_context: Option<ImplicitPipelineContext>,
},
DestroyRenderPipeline(RenderPipelineId),
CreatePipelineCache {
id: PipelineCacheId,
desc: PipelineCacheDescriptor<'a>,
},
DestroyPipelineCache(PipelineCacheId),
CreateRenderBundle {
id: RenderBundleId,
desc: RenderBundleEncoderDescriptor<'a>,
base: BasePass<RenderCommand>,
},
DestroyRenderBundle(RenderBundleId),
CreateQuerySet {
id: QuerySetId,
desc: QuerySetDescriptor<'a>,
},
DestroyQuerySet(QuerySetId),
WriteBuffer {
id: BufferId,
data: String,
range: Range<BufferAddress>,
queued: bool,
},
WriteTexture {
to: ImageCopyTexture,
data: String,
layout: ImageDataLayout,
size: Extent3d,
},
Submit(SubmissionIndex, Vec<Command>),
}
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only.Variants§
Init
ConfigureSurface(SurfaceId, SurfaceConfiguration<Vec<TextureFormat>>)
CreateBuffer(BufferId, BufferDescriptor<'a>)
FreeBuffer(BufferId)
DestroyBuffer(BufferId)
CreateTexture(TextureId, TextureDescriptor<'a>)
FreeTexture(TextureId)
DestroyTexture(TextureId)
CreateTextureView
DestroyTextureView(TextureViewId)
CreateSampler(SamplerId, SamplerDescriptor<'a>)
DestroySampler(SamplerId)
GetSurfaceTexture
Present(SurfaceId)
DiscardSurfaceTexture(SurfaceId)
CreateBindGroupLayout(BindGroupLayoutId, BindGroupLayoutDescriptor<'a>)
DestroyBindGroupLayout(BindGroupLayoutId)
CreatePipelineLayout(PipelineLayoutId, PipelineLayoutDescriptor<'a>)
DestroyPipelineLayout(PipelineLayoutId)
CreateBindGroup(BindGroupId, BindGroupDescriptor<'a>)
DestroyBindGroup(BindGroupId)
CreateShaderModule
DestroyShaderModule(ShaderModuleId)
CreateComputePipeline
DestroyComputePipeline(ComputePipelineId)
CreateRenderPipeline
DestroyRenderPipeline(RenderPipelineId)
CreatePipelineCache
DestroyPipelineCache(PipelineCacheId)
CreateRenderBundle
DestroyRenderBundle(RenderBundleId)
CreateQuerySet
DestroyQuerySet(QuerySetId)
WriteBuffer
WriteTexture
Submit(SubmissionIndex, Vec<Command>)
Trait Implementations§
Source§impl<'de, 'a> Deserialize<'de> for Action<'a>
impl<'de, 'a> Deserialize<'de> for Action<'a>
Source§fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
fn deserialize<__D>(__deserializer: __D) -> Result<Self, __D::Error>where
__D: Deserializer<'de>,
Deserialize this value from the given Serde deserializer. Read more
Auto Trait Implementations§
impl<'a> Freeze for Action<'a>
impl<'a> RefUnwindSafe for Action<'a>
impl<'a> Send for Action<'a>
impl<'a> Sync for Action<'a>
impl<'a> Unpin for Action<'a>
impl<'a> UnwindSafe for Action<'a>
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