Struct glium::backend::Context [] [src]

pub struct Context {
    // some fields omitted
}

Stores the state and information required for glium to execute commands. Most public glium functions require passing a Rc<Context>.

Methods

impl Context
[src]

unsafe fn new<B, E>(backend: B, check_current_context: bool, callback_behavior: DebugCallbackBehavior) -> Result<Rc<Context>, GliumCreationError<E>> where B: Backend + 'static

Builds a new context.

The check_current_context parameter tells the context whether it should check if the backend's OpenGL context is the current one before each OpenGL operation.

If you pass false, you must ensure that no other OpenGL context is going to be made current in the same thread as this context. Passing true makes things safe but is slightly slower.

The OpenGL context must be newly-created. If you make modifications to the context before passing it to this function, glium's state cache may mismatch the actual one.

fn get_framebuffer_dimensions(&self) -> (u32, u32)

Calls get_framebuffer_dimensions on the backend object stored by this context.

unsafe fn rebuild<B, E>(&self, new_backend: B) -> Result<()GliumCreationError<E>> where B: Backend + 'static

Changes the OpenGL context associated with this context.

The new context must have lists shared with the old one.

fn swap_buffers(&self) -> Result<()SwapBuffersError>

Swaps the buffers in the backend.

fn get_version(&self) -> &Version

DEPRECATED. Use get_opengl_version instead.

fn get_opengl_version(&self) -> &Version

Returns the OpenGL version detected by this context.

fn get_supported_glsl_version(&self) -> Version

Returns the GLSL version guaranteed to be supported.

fn is_glsl_version_supported(&self, version: &Version) -> bool

Returns true if the given GLSL version is supported.

fn get_opengl_version_string(&self) -> &str

Returns a string containing this GL version or release number used by this context.

Vendor-specific information may follow the version number.

fn get_opengl_vendor_string(&self) -> &str

Returns a string containing the company responsible for this GL implementation.

fn get_opengl_renderer_string(&self) -> &str

Returns a string containing the name of the GL renderer used by this context.

This name is typically specific to a particular configuration of a hardware platform.

fn is_debug(&self) -> bool

Returns true if the context is in debug mode.

Debug mode may provide additional error and performance issue reporting functionality.

fn is_forward_compatible(&self) -> bool

Returns true if the context is in "forward-compatible" mode.

Forward-compatible mode means that no deprecated functionality will be supported.

fn get_opengl_profile(&self) -> Option<Profile>

Returns this context's OpenGL profile if available.

The context profile is available from OpenGL 3.2 onwards. Returns None if not supported.

fn is_robust(&self) -> bool

Returns true if out-of-bound buffer access from the GPU side (inside a program) cannot result in a crash.

You should take extra care if is_robust returns false.

fn is_context_loss_possible(&self) -> bool

Returns true if a context loss is possible.

fn is_context_lost(&self) -> bool

Returns true if the context has been lost and needs to be recreated.

Implementation

If it has been determined that the context has been lost before, then the function immediatly returns true. Otherwise, calls glGetGraphicsResetStatus. If this function is not available, returns false.

fn get_release_behavior(&self) -> ReleaseBehavior

Returns the behavior when the current OpenGL context is changed.

The most common value is Flush. In order to get None you must explicitely request it during creation.

fn get_max_anisotropy_support(&self) -> Option<u16>

Returns the maximum value that can be used for anisotropic filtering, or None if the hardware doesn't support it.

fn get_max_viewport_dimensions(&self) -> (u32, u32)

Returns the maximum dimensions of the viewport.

Glium will panic if you request a larger viewport than this when drawing.

fn release_shader_compiler(&self)

Releases the shader compiler, indicating that no new programs will be created for a while.

This method is a no-op if it's not available in the implementation.

fn get_free_video_memory(&self) -> Option<usize>

Returns an estimate of the amount of video memory available in bytes.

Returns None if no estimate is available.

fn read_front_buffer<T>(&self) -> T where T: Texture2dDataSink<(u8, u8, u8, u8)>

Reads the content of the front buffer.

You will only see the data that has finished being drawn.

This function can return any type that implements Texture2dData.

Example

let pixels: Vec<Vec<(u8, u8, u8, u8)>> = display.read_front_buffer();

unsafe fn exec_in_context<'a, T, F>(&self, action: F) -> T where T: Send + 'static, F: FnOnce() -> T + 'a

Execute an arbitrary closure with the OpenGL context active. Useful if another component needs to directly manipulate OpenGL state.

If action manipulates any OpenGL state, it must be restored before action completes.

fn assert_no_error(&self, user_msg: Option<&str>)

Asserts that there are no OpenGL errors pending.

This function should be used in tests.

fn synchronize(&self)

DEPRECATED. Renamed finish.

fn finish(&self)

Calls glFinish(). This waits until all the previously issued commands have finished being executed.

When you execute OpenGL functions, they are not executed immediately. Instead they are put in a queue. This function flushes this queue, then waits until all commands have finished being executed.

You normally don't need to call this function manually, except for debugging purposes.

fn flush(&self)

Calls glFlush(). This starts executing the commands that you have issued if it is not yet the case.

When you execute OpenGL functions, they are not executed immediately. Instead they are put in a queue. This function flushes this queue so that commands start being executed.

You normally don't need to call this function manually. Swapping buffers automatically flushes the queue. This function can be useful if you want to benchmark the time it takes from your OpenGL driver to process commands.

fn insert_debug_marker(&self, marker: &str) -> Result<()()>

Inserts a debugging string in the commands queue. If you use an OpenGL debugger, you will be able to see that string.

This is helpful to understand where you are when you have big applications.

Returns Err if the backend doesn't support this functionnality. You can choose whether to call .unwrap() if you want to make sure that it works, or .ok() if you don't care.

fn debug_insert_debug_marker(&self, marker: &str) -> Result<()()>

Same as insert_debug_marker, except that if you don't compile with debug_assertions it is a no-op and returns Ok.

Trait Implementations

impl CapabilitiesSource for Context
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fn get_version(&self) -> &Version

Returns the version of the backend.

fn get_extensions(&self) -> &ExtensionsList

Returns the list of extensions that are supported.

fn get_capabilities(&self) -> &Capabilities

Returns the capabilities of the backend.

impl Drop for Context
[src]

fn drop(&mut self)

A method called when the value goes out of scope. Read more