Struct maplibre::render::RenderState
source · [−]pub struct RenderState {
render_target: Eventually<TextureView>,
buffer_pool: Eventually<BufferPool<Queue, Buffer, ShaderVertex, IndexDataType, ShaderLayerMetadata, ShaderFeatureStyle>>,
tile_view_pattern: Eventually<TileViewPattern<Queue, Buffer>>,
tile_pipeline: Eventually<RenderPipeline>,
mask_pipeline: Eventually<RenderPipeline>,
globals_bind_group: Eventually<Globals>,
depth_texture: Eventually<Texture>,
multisampling_texture: Eventually<Option<Texture>>,
surface: Surface,
mask_phase: RenderPhase<TileInView>,
tile_phase: RenderPhase<(IndexEntry, TileShape)>,
}Fields
render_target: Eventually<TextureView>buffer_pool: Eventually<BufferPool<Queue, Buffer, ShaderVertex, IndexDataType, ShaderLayerMetadata, ShaderFeatureStyle>>tile_view_pattern: Eventually<TileViewPattern<Queue, Buffer>>tile_pipeline: Eventually<RenderPipeline>mask_pipeline: Eventually<RenderPipeline>globals_bind_group: Eventually<Globals>depth_texture: Eventually<Texture>multisampling_texture: Eventually<Option<Texture>>surface: Surfacemask_phase: RenderPhase<TileInView>tile_phase: RenderPhase<(IndexEntry, TileShape)>Implementations
sourceimpl RenderState
impl RenderState
pub fn new(surface: Surface) -> Self
pub fn recreate_surface<MW>(&mut self, window: &MW, instance: &Instance)where
MW: MapWindow + HeadedMapWindow,
pub fn surface(&self) -> &Surface
pub fn buffer_pool_mut(
&mut self
) -> &mut Eventually<BufferPool<Queue, Buffer, ShaderVertex, IndexDataType, ShaderLayerMetadata, ShaderFeatureStyle>>
Auto Trait Implementations
impl !RefUnwindSafe for RenderState
impl Send for RenderState
impl Sync for RenderState
impl Unpin for RenderState
impl !UnwindSafe for RenderState
Blanket Implementations
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