Struct draw2d::graphics::texture_atlas::GpuAtlas [−][src]
pub struct GpuAtlas { /* fields omitted */ }
Expand description
The GPU Atlas is responsible for actually loading texture data into gpu memory.
Implementations
Trait Implementations
Add a texture to the atlas and return a texture handle.
Texture handles can be used when drawing to get the texture_index which the shader uses to select this texture from the global array.
Unsafe Because
- the caller must make sure the atlas is not in use when this method is called
Build a vector of descriptor image info entries. This can be used when updating a descriptor set with specific image bindings.
The atlas’s current version.
Add a named sampler to the atlas. Samplers can be persistently bound to individual textures. Read more
fn bind_sampler_to_texture(
&mut self,
sampler_handle: SamplerHandle,
texture_handle: TextureHandle
) -> Result<()>
fn bind_sampler_to_texture(
&mut self,
sampler_handle: SamplerHandle,
texture_handle: TextureHandle
) -> Result<()>
Bind a sampler to a texture. Binding are persistent - they do not change until this method is called again. Read more
Auto Trait Implementations
impl RefUnwindSafe for GpuAtlas
impl UnwindSafe for GpuAtlas
Blanket Implementations
Mutably borrows from an owned value. Read more
The inverse inclusion map: attempts to construct self
from the equivalent element of its
superset. Read more
Checks if self
is actually part of its subset T
(and can be converted to it).
Use with care! Same as self.to_subset
but without any property checks. Always succeeds.
The inclusion map: converts self
to the equivalent element of its superset.