Enum glium::uniforms::UniformValue
[−]
[src]
pub enum UniformValue<'a> {
Block(BufferAnySlice<'a>, fn(_: &UniformBlock) -> Result<(), LayoutMismatchError>),
Subroutine(ShaderStage, &'a str),
SignedInt(i32),
UnsignedInt(u32),
Float(f32),
Mat2([[f32; 2]; 2]),
Mat3([[f32; 3]; 3]),
Mat4([[f32; 4]; 4]),
Vec2([f32; 2]),
Vec3([f32; 3]),
Vec4([f32; 4]),
IntVec2([i32; 2]),
IntVec3([i32; 3]),
IntVec4([i32; 4]),
UnsignedIntVec2([u32; 2]),
UnsignedIntVec3([u32; 3]),
UnsignedIntVec4([u32; 4]),
Bool(bool),
BoolVec2([bool; 2]),
BoolVec3([bool; 3]),
BoolVec4([bool; 4]),
Double(f64),
DoubleVec2([f64; 2]),
DoubleVec3([f64; 3]),
DoubleVec4([f64; 4]),
DoubleMat2([[f64; 2]; 2]),
DoubleMat3([[f64; 3]; 3]),
DoubleMat4([[f64; 4]; 4]),
Int64(i64),
Int64Vec2([i64; 2]),
Int64Vec3([i64; 3]),
Int64Vec4([i64; 4]),
UnsignedInt64(u64),
UnsignedInt64Vec2([u64; 2]),
UnsignedInt64Vec3([u64; 3]),
UnsignedInt64Vec4([u64; 4]),
Texture1d(&'a Texture1d, Option<SamplerBehavior>),
CompressedTexture1d(&'a CompressedTexture1d, Option<SamplerBehavior>),
SrgbTexture1d(&'a SrgbTexture1d, Option<SamplerBehavior>),
CompressedSrgbTexture1d(&'a CompressedSrgbTexture1d, Option<SamplerBehavior>),
IntegralTexture1d(&'a IntegralTexture1d, Option<SamplerBehavior>),
UnsignedTexture1d(&'a UnsignedTexture1d, Option<SamplerBehavior>),
DepthTexture1d(&'a DepthTexture1d, Option<SamplerBehavior>),
Texture2d(&'a Texture2d, Option<SamplerBehavior>),
CompressedTexture2d(&'a CompressedTexture2d, Option<SamplerBehavior>),
SrgbTexture2d(&'a SrgbTexture2d, Option<SamplerBehavior>),
CompressedSrgbTexture2d(&'a CompressedSrgbTexture2d, Option<SamplerBehavior>),
IntegralTexture2d(&'a IntegralTexture2d, Option<SamplerBehavior>),
UnsignedTexture2d(&'a UnsignedTexture2d, Option<SamplerBehavior>),
DepthTexture2d(&'a DepthTexture2d, Option<SamplerBehavior>),
Texture2dMultisample(&'a Texture2dMultisample, Option<SamplerBehavior>),
SrgbTexture2dMultisample(&'a SrgbTexture2dMultisample, Option<SamplerBehavior>),
IntegralTexture2dMultisample(&'a IntegralTexture2dMultisample, Option<SamplerBehavior>),
UnsignedTexture2dMultisample(&'a UnsignedTexture2dMultisample, Option<SamplerBehavior>),
DepthTexture2dMultisample(&'a DepthTexture2dMultisample, Option<SamplerBehavior>),
Texture3d(&'a Texture3d, Option<SamplerBehavior>),
CompressedTexture3d(&'a CompressedTexture3d, Option<SamplerBehavior>),
SrgbTexture3d(&'a SrgbTexture3d, Option<SamplerBehavior>),
CompressedSrgbTexture3d(&'a CompressedSrgbTexture3d, Option<SamplerBehavior>),
IntegralTexture3d(&'a IntegralTexture3d, Option<SamplerBehavior>),
UnsignedTexture3d(&'a UnsignedTexture3d, Option<SamplerBehavior>),
DepthTexture3d(&'a DepthTexture3d, Option<SamplerBehavior>),
Texture1dArray(&'a Texture1dArray, Option<SamplerBehavior>),
CompressedTexture1dArray(&'a CompressedTexture1dArray, Option<SamplerBehavior>),
SrgbTexture1dArray(&'a SrgbTexture1dArray, Option<SamplerBehavior>),
CompressedSrgbTexture1dArray(&'a CompressedSrgbTexture1dArray, Option<SamplerBehavior>),
IntegralTexture1dArray(&'a IntegralTexture1dArray, Option<SamplerBehavior>),
UnsignedTexture1dArray(&'a UnsignedTexture1dArray, Option<SamplerBehavior>),
DepthTexture1dArray(&'a DepthTexture1dArray, Option<SamplerBehavior>),
Texture2dArray(&'a Texture2dArray, Option<SamplerBehavior>),
CompressedTexture2dArray(&'a CompressedTexture2dArray, Option<SamplerBehavior>),
SrgbTexture2dArray(&'a SrgbTexture2dArray, Option<SamplerBehavior>),
CompressedSrgbTexture2dArray(&'a CompressedSrgbTexture2dArray, Option<SamplerBehavior>),
IntegralTexture2dArray(&'a IntegralTexture2dArray, Option<SamplerBehavior>),
UnsignedTexture2dArray(&'a UnsignedTexture2dArray, Option<SamplerBehavior>),
DepthTexture2dArray(&'a DepthTexture2dArray, Option<SamplerBehavior>),
Texture2dMultisampleArray(&'a Texture2dMultisampleArray, Option<SamplerBehavior>),
SrgbTexture2dMultisampleArray(&'a SrgbTexture2dMultisampleArray, Option<SamplerBehavior>),
IntegralTexture2dMultisampleArray(&'a IntegralTexture2dMultisampleArray, Option<SamplerBehavior>),
UnsignedTexture2dMultisampleArray(&'a UnsignedTexture2dMultisampleArray, Option<SamplerBehavior>),
DepthTexture2dMultisampleArray(&'a DepthTexture2dMultisampleArray, Option<SamplerBehavior>),
Cubemap(&'a Cubemap, Option<SamplerBehavior>),
CompressedCubemap(&'a CompressedCubemap, Option<SamplerBehavior>),
SrgbCubemap(&'a SrgbCubemap, Option<SamplerBehavior>),
CompressedSrgbCubemap(&'a CompressedSrgbCubemap, Option<SamplerBehavior>),
IntegralCubemap(&'a IntegralCubemap, Option<SamplerBehavior>),
UnsignedCubemap(&'a UnsignedCubemap, Option<SamplerBehavior>),
DepthCubemap(&'a DepthCubemap, Option<SamplerBehavior>),
CubemapArray(&'a CubemapArray, Option<SamplerBehavior>),
CompressedCubemapArray(&'a CompressedCubemapArray, Option<SamplerBehavior>),
SrgbCubemapArray(&'a SrgbCubemapArray, Option<SamplerBehavior>),
CompressedSrgbCubemapArray(&'a CompressedSrgbCubemapArray, Option<SamplerBehavior>),
IntegralCubemapArray(&'a IntegralCubemapArray, Option<SamplerBehavior>),
UnsignedCubemapArray(&'a UnsignedCubemapArray, Option<SamplerBehavior>),
DepthCubemapArray(&'a DepthCubemapArray, Option<SamplerBehavior>),
BufferTexture(BufferTextureRef<'a>),
}Represents a value to bind to a uniform.
Variants
Block(BufferAnySlice<'a>, fn(_: &UniformBlock) -> Result<(), LayoutMismatchError>)Contains a handle to the buffer, and a function that indicates whether this buffer
can be bound on a block with the given layout.
The last parameter is a sender which must be used to send a SyncFence that expires when
the buffer has finished being used.
Subroutine(ShaderStage, &'a str)SignedInt(i32)UnsignedInt(u32)Float(f32)Mat2([[f32; 2]; 2])2x2 column-major matrix.
Mat3([[f32; 3]; 3])3x3 column-major matrix.
Mat4([[f32; 4]; 4])4x4 column-major matrix.
Vec2([f32; 2])Vec3([f32; 3])Vec4([f32; 4])IntVec2([i32; 2])IntVec3([i32; 3])IntVec4([i32; 4])UnsignedIntVec2([u32; 2])UnsignedIntVec3([u32; 3])UnsignedIntVec4([u32; 4])Bool(bool)BoolVec2([bool; 2])BoolVec3([bool; 3])BoolVec4([bool; 4])Double(f64)DoubleVec2([f64; 2])DoubleVec3([f64; 3])DoubleVec4([f64; 4])DoubleMat2([[f64; 2]; 2])DoubleMat3([[f64; 3]; 3])DoubleMat4([[f64; 4]; 4])Int64(i64)Int64Vec2([i64; 2])Int64Vec3([i64; 3])Int64Vec4([i64; 4])UnsignedInt64(u64)UnsignedInt64Vec2([u64; 2])UnsignedInt64Vec3([u64; 3])UnsignedInt64Vec4([u64; 4])Texture1d(&'a Texture1d, Option<SamplerBehavior>)CompressedTexture1d(&'a CompressedTexture1d, Option<SamplerBehavior>)SrgbTexture1d(&'a SrgbTexture1d, Option<SamplerBehavior>)CompressedSrgbTexture1d(&'a CompressedSrgbTexture1d, Option<SamplerBehavior>)IntegralTexture1d(&'a IntegralTexture1d, Option<SamplerBehavior>)UnsignedTexture1d(&'a UnsignedTexture1d, Option<SamplerBehavior>)DepthTexture1d(&'a DepthTexture1d, Option<SamplerBehavior>)Texture2d(&'a Texture2d, Option<SamplerBehavior>)CompressedTexture2d(&'a CompressedTexture2d, Option<SamplerBehavior>)SrgbTexture2d(&'a SrgbTexture2d, Option<SamplerBehavior>)CompressedSrgbTexture2d(&'a CompressedSrgbTexture2d, Option<SamplerBehavior>)IntegralTexture2d(&'a IntegralTexture2d, Option<SamplerBehavior>)UnsignedTexture2d(&'a UnsignedTexture2d, Option<SamplerBehavior>)DepthTexture2d(&'a DepthTexture2d, Option<SamplerBehavior>)Texture2dMultisample(&'a Texture2dMultisample, Option<SamplerBehavior>)SrgbTexture2dMultisample(&'a SrgbTexture2dMultisample, Option<SamplerBehavior>)IntegralTexture2dMultisample(&'a IntegralTexture2dMultisample, Option<SamplerBehavior>)UnsignedTexture2dMultisample(&'a UnsignedTexture2dMultisample, Option<SamplerBehavior>)DepthTexture2dMultisample(&'a DepthTexture2dMultisample, Option<SamplerBehavior>)Texture3d(&'a Texture3d, Option<SamplerBehavior>)CompressedTexture3d(&'a CompressedTexture3d, Option<SamplerBehavior>)SrgbTexture3d(&'a SrgbTexture3d, Option<SamplerBehavior>)CompressedSrgbTexture3d(&'a CompressedSrgbTexture3d, Option<SamplerBehavior>)IntegralTexture3d(&'a IntegralTexture3d, Option<SamplerBehavior>)UnsignedTexture3d(&'a UnsignedTexture3d, Option<SamplerBehavior>)DepthTexture3d(&'a DepthTexture3d, Option<SamplerBehavior>)Texture1dArray(&'a Texture1dArray, Option<SamplerBehavior>)CompressedTexture1dArray(&'a CompressedTexture1dArray, Option<SamplerBehavior>)SrgbTexture1dArray(&'a SrgbTexture1dArray, Option<SamplerBehavior>)CompressedSrgbTexture1dArray(&'a CompressedSrgbTexture1dArray, Option<SamplerBehavior>)IntegralTexture1dArray(&'a IntegralTexture1dArray, Option<SamplerBehavior>)UnsignedTexture1dArray(&'a UnsignedTexture1dArray, Option<SamplerBehavior>)DepthTexture1dArray(&'a DepthTexture1dArray, Option<SamplerBehavior>)Texture2dArray(&'a Texture2dArray, Option<SamplerBehavior>)CompressedTexture2dArray(&'a CompressedTexture2dArray, Option<SamplerBehavior>)SrgbTexture2dArray(&'a SrgbTexture2dArray, Option<SamplerBehavior>)CompressedSrgbTexture2dArray(&'a CompressedSrgbTexture2dArray, Option<SamplerBehavior>)IntegralTexture2dArray(&'a IntegralTexture2dArray, Option<SamplerBehavior>)UnsignedTexture2dArray(&'a UnsignedTexture2dArray, Option<SamplerBehavior>)DepthTexture2dArray(&'a DepthTexture2dArray, Option<SamplerBehavior>)Texture2dMultisampleArray(&'a Texture2dMultisampleArray, Option<SamplerBehavior>)SrgbTexture2dMultisampleArray(&'a SrgbTexture2dMultisampleArray, Option<SamplerBehavior>)IntegralTexture2dMultisampleArray(&'a IntegralTexture2dMultisampleArray, Option<SamplerBehavior>)UnsignedTexture2dMultisampleArray(&'a UnsignedTexture2dMultisampleArray, Option<SamplerBehavior>)DepthTexture2dMultisampleArray(&'a DepthTexture2dMultisampleArray, Option<SamplerBehavior>)Cubemap(&'a Cubemap, Option<SamplerBehavior>)CompressedCubemap(&'a CompressedCubemap, Option<SamplerBehavior>)SrgbCubemap(&'a SrgbCubemap, Option<SamplerBehavior>)CompressedSrgbCubemap(&'a CompressedSrgbCubemap, Option<SamplerBehavior>)IntegralCubemap(&'a IntegralCubemap, Option<SamplerBehavior>)UnsignedCubemap(&'a UnsignedCubemap, Option<SamplerBehavior>)DepthCubemap(&'a DepthCubemap, Option<SamplerBehavior>)CubemapArray(&'a CubemapArray, Option<SamplerBehavior>)CompressedCubemapArray(&'a CompressedCubemapArray, Option<SamplerBehavior>)SrgbCubemapArray(&'a SrgbCubemapArray, Option<SamplerBehavior>)CompressedSrgbCubemapArray(&'a CompressedSrgbCubemapArray, Option<SamplerBehavior>)IntegralCubemapArray(&'a IntegralCubemapArray, Option<SamplerBehavior>)UnsignedCubemapArray(&'a UnsignedCubemapArray, Option<SamplerBehavior>)DepthCubemapArray(&'a DepthCubemapArray, Option<SamplerBehavior>)BufferTexture(BufferTextureRef<'a>)
Methods
impl<'a> UniformValue<'a>[src]
pub fn is_usable_with(&self, ty: &UniformType) -> bool[src]
Returns true if this value can be used with a uniform of the given type.
Trait Implementations
impl<'a> Copy for UniformValue<'a>[src]
impl<'a> Clone for UniformValue<'a>[src]
fn clone(&self) -> UniformValue<'a>[src]
Returns a copy of the value. Read more
fn clone_from(&mut self, source: &Self)1.0.0[src]
Performs copy-assignment from source. Read more