Struct glium::texture::buffer_texture::BufferTexture [] [src]

pub struct BufferTexture<T> where
    [T]: BufferContent
{ /* fields omitted */ }

A one-dimensional texture that gets its data from a buffer.

Methods

impl<T> BufferTexture<T> where
    [T]: BufferContent,
    T: TextureBufferContent + Copy
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Builds a new texture buffer from data.

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Builds a new texture buffer from data.

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Builds a new texture buffer from data.

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Builds a new texture buffer from data.

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Builds a new empty buffer buffer.

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Builds a new empty buffer buffer.

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Builds a new empty buffer buffer.

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Builds a new empty buffer buffer.

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Builds a new buffer texture by taking ownership of a buffer.

impl<T> BufferTexture<T> where
    [T]: BufferContent
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Builds a BufferTextureRef.

Methods from Deref<Target = Buffer<[T]>>

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Returns the context corresponding to this buffer.

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Returns the size in bytes of this buffer.

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Returns true if this buffer uses persistent mapping.

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Uploads some data in this buffer.

Implementation

  • For persistent-mapped buffers, waits untils the data is no longer used by the GPU then memcpies the data to the mapping.
  • For immutable buffers, creates a temporary buffer that contains the data then calls glCopyBufferSubData to copy from the temporary buffer to the real one.
  • For other types, calls glBufferSubData.

Panic

Panics if the length of data is different from the length of this buffer.

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Invalidates the content of the buffer. The data becomes undefined.

You should call this if you only use parts of a buffer. For example if you want to use the first half of the buffer, you invalidate the whole buffer then write the first half.

This operation is a no-op if the backend doesn't support it and for persistent-mapped buffers.

Implementation

Calls glInvalidateBufferData if supported. Otherwise, calls glBufferData with a null pointer for data. If glBufferStorage has been used to create the buffer and glInvalidateBufferData is not supported, does nothing.

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Reads the content of the buffer.

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Maps the buffer in memory for both reading and writing.

Implementation

  • For persistent-mapped buffers, waits until the data is no longer accessed by the GPU then returns a pointer to the existing mapping.
  • For immutable buffers, creates a temporary buffer containing the data of the buffer and maps it. When the mapping object is destroyed, copies the content of the temporary buffer to the real buffer.
  • For other types, calls glMapBuffer or glMapSubBuffer.

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Maps the buffer in memory for reading.

Implementation

  • For persistent-mapped buffers, waits until the data is no longer accessed by the GPU then returns a pointer to the existing mapping.
  • For immutable buffers, creates a temporary buffer containing the data of the buffer and maps it.
  • For other types, calls glMapBuffer or glMapSubBuffer.

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Maps the buffer in memory for writing only.

Implementation

  • For persistent-mapped buffers, waits until the data is no longer accessed by the GPU then returns a pointer to the existing mapping.
  • For immutable buffers, creates a temporary buffer and maps it. When the mapping object is destroyed, copies the content of the temporary buffer to the real buffer.
  • For other types, calls glMapBuffer or glMapSubBuffer.

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Copies the content of the buffer to another buffer.

Panic

Panics if T is unsized and the other buffer is too small.

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Builds a slice that contains an element from inside the buffer.

This method builds an object that represents a slice of the buffer. No actual operation OpenGL is performed.

Example

#[derive(Copy, Clone)]
struct BufferContent {
    value1: u16,
    value2: u16,
}
let slice = unsafe { buffer.slice_custom(|content| &content.value2) };

Safety

The object whose reference is passed to the closure is uninitialized. Therefore you must not access the content of the object.

You must return a reference to an element from the parameter. The closure must not panic.

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Same as slice_custom but returns a mutable slice.

This method builds an object that represents a slice of the buffer. No actual operation OpenGL is performed.

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Builds a slice containing the whole subbuffer.

This method builds an object that represents a slice of the buffer. No actual operation OpenGL is performed.

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Builds a slice containing the whole subbuffer.

This method builds an object that represents a slice of the buffer. No actual operation OpenGL is performed.

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Builds a slice-any containing the whole subbuffer.

This method builds an object that represents a slice of the buffer. No actual operation OpenGL is performed.

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Returns the number of elements in this buffer.

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Builds a slice of this subbuffer. Returns None if out of range.

This method builds an object that represents a slice of the buffer. No actual operation OpenGL is performed.

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Builds a slice of this subbuffer. Returns None if out of range.

This method builds an object that represents a slice of the buffer. No actual operation OpenGL is performed.

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Reads the content of the buffer.

Trait Implementations

impl<T> Deref for BufferTexture<T> where
    [T]: BufferContent
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The resulting type after dereferencing.

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Dereferences the value.

impl<T> DerefMut for BufferTexture<T> where
    [T]: BufferContent
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Mutably dereferences the value.

impl<T> Drop for BufferTexture<T> where
    [T]: BufferContent
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Executes the destructor for this type. Read more

impl<T> AsUniformValue for BufferTexture<T> where
    [T]: BufferContent
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Builds a UniformValue.

impl<'a, T: 'a> AsUniformValue for &'a BufferTexture<T> where
    [T]: BufferContent
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Builds a UniformValue.