Module gfx_core::tex 
                   
                       [−]
                   
               [src]
Texture creation and modification.
"Texture" is an overloaded term. In gfx-rs, a texture consists of two separate pieces of information: image storage description (which is immutable for a single texture object), and image data. To actually use a texture, a "sampler" is needed, which provides a way of accessing the image data. Image data consists of an array of "texture elements", or texels.
Structs
| DepthStencilDesc | 
                                 Texture depth-stencil view descriptor.  | 
                       
| DepthStencilFlags | 
                                 Depth-stencil read-only flags  | 
                       
| Descriptor | 
                                 Texture storage descriptor.  | 
                       
| ImageInfoCommon | 
                                 Describes a subvolume of a texture, which image data can be uploaded into.  | 
                       
| Lod | 
                                 A wrapper for the LOD level of a texture.  | 
                       
| PackedColor | 
                                 A wrapper for the 8bpp RGBA color, encoded as u32.  | 
                       
| RenderDesc | 
                                 Texture render view descriptor.  | 
                       
| ResourceDesc | 
                                 Texture resource view descriptor.  | 
                       
| SamplerInfo | 
                                 Specifies how to sample from a texture.  | 
                       
Enums
| AaMode | 
                                 Describes the configuration of samples inside each texel.  | 
                       
| CubeFace | 
                                 The face of a cube texture to do an operation on.  | 
                       
| Error | 
                                 Pure texture object creation error.  | 
                       
| FilterMethod | 
                                 How to filter the texture when sampling. They correspond to increasing levels of quality, but also cost. They "layer" on top of each other: it is not possible to have bilinear filtering without mipmapping, for example.  | 
                       
| Kind | 
                                 Specifies the kind of a texture storage to be allocated.  | 
                       
| WrapMode | 
                                 Specifies how texture coordinates outside the range   | 
                       
Constants
| CUBE_FACES | 
                                 A constant array of cube faces in the order they map to the hardware.  | 
                       
| RO_DEPTH | 
                                 Depth is read-only in the view.  | 
                       
| RO_DEPTH_STENCIL | 
                                 Both depth and stencil are read-only.  | 
                       
| RO_STENCIL | 
                                 Stencil is read-only in the view.  | 
                       
Type Definitions
| Bits | 
                                 Number of bits per component  | 
                       
| Dimensions | 
                                 Dimensions: width, height, depth, and samples.  | 
                       
| Layer | |
| Level | |
| NewImageInfo | 
                                 New image info based on the universal format spec. The format is suppsed to come from compile-time information as opposed to run-time enum values.  | 
                       
| NumFragments | 
                                 Number of EQAA fragments  | 
                       
| NumSamples | 
                                 Number of MSAA samples  | 
                       
| RawImageInfo | 
                                 New raw image info based on the universal format spec.  | 
                       
| Size | 
                                 Dimension size  |