pub trait Api: Clone + Debug + Sized {
Show 21 associated items
type Instance: Instance<A = Self>;
type Surface: Surface<A = Self>;
type Adapter: Adapter<A = Self>;
type Device: Device<A = Self>;
type Queue: Queue<A = Self>;
type CommandEncoder: CommandEncoder<A = Self>;
type CommandBuffer: WasmNotSendSync + Debug;
type Buffer: Debug + WasmNotSendSync + 'static;
type Texture: Debug + WasmNotSendSync + 'static;
type SurfaceTexture: Debug + WasmNotSendSync + Borrow<Self::Texture>;
type TextureView: Debug + WasmNotSendSync;
type Sampler: Debug + WasmNotSendSync;
type QuerySet: Debug + WasmNotSendSync;
type Fence: Debug + WasmNotSendSync;
type BindGroupLayout: Debug + WasmNotSendSync;
type BindGroup: Debug + WasmNotSendSync;
type PipelineLayout: Debug + WasmNotSendSync;
type ShaderModule: Debug + WasmNotSendSync;
type RenderPipeline: Debug + WasmNotSendSync;
type ComputePipeline: Debug + WasmNotSendSync;
type AccelerationStructure: Debug + WasmNotSendSync + 'static;
}
Required Associated Types§
type Instance: Instance<A = Self>
type Surface: Surface<A = Self>
type Adapter: Adapter<A = Self>
type Device: Device<A = Self>
type Queue: Queue<A = Self>
type CommandEncoder: CommandEncoder<A = Self>
sourcetype CommandBuffer: WasmNotSendSync + Debug
type CommandBuffer: WasmNotSendSync + Debug
This API’s command buffer type.
The only thing you can do with CommandBuffer
s is build them
with a CommandEncoder
and then pass them to
Queue::submit
for execution, or destroy them by passing
them to CommandEncoder::reset_all
.
type Buffer: Debug + WasmNotSendSync + 'static
type Texture: Debug + WasmNotSendSync + 'static
type SurfaceTexture: Debug + WasmNotSendSync + Borrow<Self::Texture>
type TextureView: Debug + WasmNotSendSync
type Sampler: Debug + WasmNotSendSync
type QuerySet: Debug + WasmNotSendSync
sourcetype Fence: Debug + WasmNotSendSync
type Fence: Debug + WasmNotSendSync
A value you can block on to wait for something to finish.
A Fence
holds a monotonically increasing FenceValue
. You can call
Device::wait
to block until a fence reaches or passes a value you
choose. Queue::submit
can take a Fence
and a FenceValue
to
store in it when the submitted work is complete.
Attempting to set a fence to a value less than its current value has no effect.
Waiting on a fence returns as soon as the fence reaches or passes the requested value. This implies that, in order to reliably determine when an operation has completed, operations must finish in order of increasing fence values: if a higher-valued operation were to finish before a lower-valued operation, then waiting for the fence to reach the lower value could return before the lower-valued operation has actually finished.