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use draw_state::target;
use {Resources, IndexType, InstanceCount, VertexCount};
use {pso, shade, tex};
use state as s;
#[derive(Copy, Clone, Debug, PartialEq, PartialOrd)]
pub enum ClearColor {
    
    Float([f32; 4]),
    
    Int([i32; 4]),
    
    Uint([u32; 4]),
}
pub type InstanceOption = Option<(InstanceCount, VertexCount)>;
#[allow(missing_docs)]
pub trait CommandBuffer<R: Resources> {
    
    fn clone_empty(&self) -> Self;
    
    fn reset(&mut self);
    
    fn bind_pipeline_state(&mut self, R::PipelineStateObject);
    
    fn bind_vertex_buffers(&mut self, pso::VertexBufferSet<R>);
    
    fn bind_constant_buffers(&mut self, &[pso::ConstantBufferParam<R>]);
    
    fn bind_global_constant(&mut self, shade::Location, shade::UniformValue);
    
    fn bind_resource_views(&mut self, &[pso::ResourceViewParam<R>]);
    
    fn bind_unordered_views(&mut self, &[pso::UnorderedViewParam<R>]);
    
    fn bind_samplers(&mut self, &[pso::SamplerParam<R>]);
    
    
    fn bind_pixel_targets(&mut self, pso::PixelTargetSet<R>);
    
    fn bind_index(&mut self, R::Buffer, IndexType);
    
    fn set_scissor(&mut self, target::Rect);
    
    fn set_ref_values(&mut self, s::RefValues);
    
    fn update_buffer(&mut self, R::Buffer, data: &[u8], offset: usize);
    
    fn update_texture(&mut self, R::Texture, tex::Kind, Option<tex::CubeFace>,
                      data: &[u8], tex::RawImageInfo);
    fn generate_mipmap(&mut self, R::ShaderResourceView);
    
    fn clear_color(&mut self, R::RenderTargetView, ClearColor);
    fn clear_depth_stencil(&mut self, R::DepthStencilView,
                           Option<target::Depth>, Option<target::Stencil>);
    
    fn call_draw(&mut self, VertexCount, VertexCount, InstanceOption);
    
    fn call_draw_indexed(&mut self, VertexCount, VertexCount,
                         VertexCount, InstanceOption);
}
macro_rules! impl_clear {
    { $( $ty:ty = $sub:ident[$a:expr, $b:expr, $c:expr, $d:expr], )* } => {
        $(
            impl From<$ty> for ClearColor {
                fn from(v: $ty) -> ClearColor {
                    ClearColor::$sub([v[$a], v[$b], v[$c], v[$d]])
                }
            }
        )*
    }
}
impl_clear! {
    [f32; 4] = Float[0, 1, 2, 3],
    [f32; 3] = Float[0, 1, 2, 0],
    [f32; 2] = Float[0, 1, 0, 0],
    [i32; 4] = Int  [0, 1, 2, 3],
    [i32; 3] = Int  [0, 1, 2, 0],
    [i32; 2] = Int  [0, 1, 0, 0],
    [u32; 4] = Uint [0, 1, 2, 3],
    [u32; 3] = Uint [0, 1, 2, 0],
    [u32; 2] = Uint [0, 1, 0, 0],
}
impl From<f32> for ClearColor {
    fn from(v: f32) -> ClearColor {
        ClearColor::Float([v, 0.0, 0.0, 0.0])
    }
}
impl From<i32> for ClearColor {
    fn from(v: i32) -> ClearColor {
        ClearColor::Int([v, 0, 0, 0])
    }
}
impl From<u32> for ClearColor {
    fn from(v: u32) -> ClearColor {
        ClearColor::Uint([v, 0, 0, 0])
    }
}