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Functions311 in github.com/amengede/wgpu

↓ 10 callersMethodbuild
(&mut self, label: &str)
11-obj-models/finished/src/renderer/backend/pipeline.rs:53
↓ 9 callersMethodadd_bind_group_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
11-obj-models/finished/src/renderer/backend/pipeline.rs:37
↓ 7 callersMethodbuild
(&mut self, label: &str)
09-perspective-projection/src/renderer/backend/pipeline.rs:53
↓ 7 callersMethodbuild
(&mut self, label: &str)
10-first-person-camera/src/renderer_backend/pipeline.rs:53
↓ 7 callersMethodbuild
(&mut self, label: &str)
11-obj-models/start/src/renderer/backend/pipeline.rs:53
↓ 7 callersFunctionsplit
(line: &str, token: &str)
11-obj-models/finished/src/utility/string.rs:1
↓ 6 callersFunctionany_as_u8_slice
From: https://stackoverflow.com/questions/28127165/how-to-convert-struct-to-u8
11-obj-models/finished/src/renderer/backend/mesh_builder.rs:12
↓ 6 callersMethodbuild
(&mut self, label: &str)
08-transforms/src/renderer_backend/pipeline.rs:53
↓ 5 callersFunctionany_as_u8_slice
From: https://stackoverflow.com/questions/28127165/how-to-convert-struct-to-u8
09-perspective-projection/src/renderer/backend/mesh_builder.rs:30
↓ 5 callersFunctionany_as_u8_slice
From: https://stackoverflow.com/questions/28127165/how-to-convert-struct-to-u8
10-first-person-camera/src/renderer_backend/mesh_builder.rs:30
↓ 5 callersFunctionany_as_u8_slice
From: https://stackoverflow.com/questions/28127165/how-to-convert-struct-to-u8
11-obj-models/start/src/renderer/backend/mesh_builder.rs:30
↓ 4 callersFunctionany_as_u8_slice
From: https://stackoverflow.com/questions/28127165/how-to-convert-struct-to-u8
08-transforms/src/renderer_backend/mesh_builder.rs:30
↓ 4 callersMethodset_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
11-obj-models/finished/src/renderer/backend/bind_group.rs:22
↓ 3 callersMethodadd_bind_group_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
09-perspective-projection/src/renderer/backend/pipeline.rs:37
↓ 3 callersMethodadd_bind_group_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
10-first-person-camera/src/renderer_backend/pipeline.rs:37
↓ 3 callersMethodadd_bind_group_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
11-obj-models/start/src/renderer/backend/pipeline.rs:37
↓ 3 callersMethodadd_buffer
(&mut self, buffer: &'a wgpu::Buffer, offset: u64)
11-obj-models/finished/src/renderer/backend/bind_group.rs:39
↓ 3 callersMethodadd_vertex_buffer_layout
(&mut self, layout: wgpu::VertexBufferLayout<'static>)
11-obj-models/finished/src/renderer/backend/pipeline.rs:33
↓ 3 callersFunctionany_as_u8_slice
From: https://stackoverflow.com/questions/28127165/how-to-convert-struct-to-u8
05-index-buffers/src/renderer_backend/mesh_builder.rs:30
↓ 3 callersFunctionany_as_u8_slice
From: https://stackoverflow.com/questions/28127165/how-to-convert-struct-to-u8
07-buffer-suballocation/src/renderer_backend/mesh_builder.rs:30
↓ 3 callersFunctionany_as_u8_slice
From: https://stackoverflow.com/questions/28127165/how-to-convert-struct-to-u8
06-textures/src/renderer_backend/mesh_builder.rs:30
↓ 3 callersMethodbuild
(&mut self, label: &str)
07-buffer-suballocation/src/renderer_backend/pipeline.rs:53
↓ 3 callersMethodbuild
(&mut self, label: &str)
06-textures/src/renderer_backend/pipeline.rs:53
↓ 3 callersFunctionnew_texture
(filename: &str, device: &wgpu::Device, queue: &wgpu::Queue, label: &str, layout: &wgpu::BindGroup
11-obj-models/finished/src/renderer/backend/texture.rs:41
↓ 3 callersMethodread_vertex
(&mut self, bundle: String)
11-obj-models/finished/src/renderer/backend/mesh_builder.rs:332
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
08-transforms/src/main.rs:146
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
05-index-buffers/src/main.rs:93
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
09-perspective-projection/src/renderer/renderer.rs:130
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
10-first-person-camera/src/main.rs:183
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
07-buffer-suballocation/src/main.rs:111
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
06-textures/src/main.rs:110
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
02-blank-screen/src/main.rs:74
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
04-vertex-buffers/src/main.rs:89
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
11-obj-models/finished/src/renderer/renderer.rs:244
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
11-obj-models/start/src/renderer/renderer.rs:130
↓ 3 callersMethodresize
(&mut self, new_size: (i32, i32))
03-shaders/src/main.rs:83
↓ 3 callersMethodset_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
09-perspective-projection/src/renderer/backend/bind_group.rs:22
↓ 3 callersMethodset_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
10-first-person-camera/src/renderer_backend/bind_group.rs:22
↓ 3 callersMethodset_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
11-obj-models/start/src/renderer/backend/bind_group.rs:22
↓ 3 callersMethodset_pixel_format
(&mut self, pixel_format: wgpu::TextureFormat)
11-obj-models/finished/src/renderer/backend/pipeline.rs:48
↓ 3 callersMethodset_shader_module
(&mut self, shader_filename: &str, vertex_entry: &str, fragment_entry: &str)
11-obj-models/finished/src/renderer/backend/pipeline.rs:41
↓ 3 callersMethodupdate_surface
(&mut self)
08-transforms/src/main.rs:155
↓ 3 callersMethodupdate_surface
(&mut self)
05-index-buffers/src/main.rs:102
↓ 3 callersMethodupdate_surface
(&mut self)
09-perspective-projection/src/renderer/renderer.rs:139
↓ 3 callersMethodupdate_surface
(&mut self)
10-first-person-camera/src/main.rs:192
↓ 3 callersMethodupdate_surface
(&mut self)
07-buffer-suballocation/src/main.rs:120
↓ 3 callersMethodupdate_surface
(&mut self)
06-textures/src/main.rs:119
↓ 3 callersMethodupdate_surface
(&mut self)
02-blank-screen/src/main.rs:83
↓ 3 callersMethodupdate_surface
(&mut self)
04-vertex-buffers/src/main.rs:98
↓ 3 callersMethodupdate_surface
(&mut self)
11-obj-models/finished/src/renderer/renderer.rs:257
↓ 3 callersMethodupdate_surface
(&mut self)
11-obj-models/start/src/renderer/renderer.rs:139
↓ 3 callersMethodupdate_surface
(&mut self)
03-shaders/src/main.rs:92
↓ 3 callersMethodupload
(&mut self, i: u64, matrix: &glm::Mat4, queue: &wgpu::Queue)
09-perspective-projection/src/renderer/backend/ubo.rs:38
↓ 3 callersMethodupload
(&mut self, i: u64, matrix: &glm::Mat4, queue: &wgpu::Queue)
10-first-person-camera/src/renderer_backend/ubo.rs:38
↓ 3 callersMethodupload
(&mut self, i: u64, matrix: &glm::Mat4, queue: &wgpu::Queue)
11-obj-models/finished/src/renderer/backend/ubo.rs:38
↓ 3 callersMethodupload
(&mut self, i: u64, matrix: &glm::Mat4, queue: &wgpu::Queue)
11-obj-models/start/src/renderer/backend/ubo.rs:38
↓ 2 callersMethodadd_bind_group_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
08-transforms/src/renderer_backend/pipeline.rs:37
↓ 2 callersMethodadd_buffer
(&mut self, buffer: &'a wgpu::Buffer, offset: u64)
09-perspective-projection/src/renderer/backend/bind_group.rs:39
↓ 2 callersMethodadd_buffer
(&mut self, buffer: &'a wgpu::Buffer, offset: u64)
10-first-person-camera/src/renderer_backend/bind_group.rs:39
↓ 2 callersMethodadd_buffer
(&mut self, buffer: &'a wgpu::Buffer, offset: u64)
11-obj-models/start/src/renderer/backend/bind_group.rs:39
↓ 2 callersMethodadd_material
(&mut self, view: &'a wgpu::TextureView, sampler: &'a wgpu::Sampler)
08-transforms/src/renderer_backend/bind_group.rs:26
↓ 2 callersMethodadd_material
(&mut self, view: &'a wgpu::TextureView, sampler: &'a wgpu::Sampler)
09-perspective-projection/src/renderer/backend/bind_group.rs:26
↓ 2 callersMethodadd_material
(&mut self, view: &'a wgpu::TextureView, sampler: &'a wgpu::Sampler)
10-first-person-camera/src/renderer_backend/bind_group.rs:26
↓ 2 callersMethodadd_material
(&mut self, view: &'a wgpu::TextureView, sampler: &'a wgpu::Sampler)
07-buffer-suballocation/src/renderer_backend/bind_group.rs:26
↓ 2 callersMethodadd_material
(&mut self, view: &'a wgpu::TextureView, sampler: &'a wgpu::Sampler)
06-textures/src/renderer_backend/bind_group.rs:26
↓ 2 callersMethodadd_material
(&mut self, view: &'a wgpu::TextureView, sampler: &'a wgpu::Sampler)
11-obj-models/start/src/renderer/backend/bind_group.rs:26
↓ 2 callersMethodadd_ubo
(&mut self)
08-transforms/src/renderer_backend/bind_group_layout.rs:39
↓ 2 callersMethodadd_ubo
(&mut self)
09-perspective-projection/src/renderer/backend/bind_group_layout.rs:39
↓ 2 callersMethodadd_ubo
(&mut self)
10-first-person-camera/src/renderer_backend/bind_group_layout.rs:39
↓ 2 callersMethodadd_ubo
(&mut self)
11-obj-models/start/src/renderer/backend/bind_group_layout.rs:39
↓ 2 callersFunctionnew_depth_texture
(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration, label: &str)
11-obj-models/finished/src/renderer/backend/texture.rs:15
↓ 2 callersMethodset_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
08-transforms/src/renderer_backend/bind_group.rs:22
↓ 2 callersMethodupload
(&mut self, i: u64, matrix: &glm::Mat4, queue: &wgpu::Queue)
08-transforms/src/renderer_backend/ubo.rs:38
↓ 2 callersFunctionvec_to_u8_slice
(p: &Vec<T>)
11-obj-models/finished/src/renderer/backend/mesh_builder.rs:21
↓ 1 callersMethodadd_bind_group_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
07-buffer-suballocation/src/renderer_backend/pipeline.rs:37
↓ 1 callersMethodadd_bind_group_layout
(&mut self, layout: &'a wgpu::BindGroupLayout)
06-textures/src/renderer_backend/pipeline.rs:37
↓ 1 callersMethodadd_buffer
(&mut self, buffer: &'a wgpu::Buffer, offset: u64)
08-transforms/src/renderer_backend/bind_group.rs:39
↓ 1 callersMethodadd_mat4
(&mut self)
11-obj-models/finished/src/renderer/backend/bind_group_layout.rs:51
↓ 1 callersMethodadd_material
(&mut self, view: &'a wgpu::TextureView, sampler: &'a wgpu::Sampler)
11-obj-models/finished/src/renderer/backend/bind_group.rs:26
↓ 1 callersMethodadd_texture
(&mut self)
11-obj-models/finished/src/renderer/backend/bind_group_layout.rs:20
↓ 1 callersMethodadd_vec4
(&mut self)
11-obj-models/finished/src/renderer/backend/bind_group_layout.rs:39
↓ 1 callersMethodadd_vertex_buffer_layout
(&mut self, layout: wgpu::VertexBufferLayout<'static>)
08-transforms/src/renderer_backend/pipeline.rs:33
↓ 1 callersMethodadd_vertex_buffer_layout
(&mut self, layout: wgpu::VertexBufferLayout<'static>)
05-index-buffers/src/renderer_backend/pipeline_builder.rs:28
↓ 1 callersMethodadd_vertex_buffer_layout
(&mut self, layout: wgpu::VertexBufferLayout<'static>)
09-perspective-projection/src/renderer/backend/pipeline.rs:33
↓ 1 callersMethodadd_vertex_buffer_layout
(&mut self, layout: wgpu::VertexBufferLayout<'static>)
10-first-person-camera/src/renderer_backend/pipeline.rs:33
↓ 1 callersMethodadd_vertex_buffer_layout
(&mut self, layout: wgpu::VertexBufferLayout<'static>)
07-buffer-suballocation/src/renderer_backend/pipeline.rs:33
↓ 1 callersMethodadd_vertex_buffer_layout
(&mut self, layout: wgpu::VertexBufferLayout<'static>)
06-textures/src/renderer_backend/pipeline.rs:33
↓ 1 callersMethodadd_vertex_buffer_layout
(&mut self, layout: wgpu::VertexBufferLayout<'static>)
04-vertex-buffers/src/renderer_backend/pipeline_builder.rs:28
↓ 1 callersMethodadd_vertex_buffer_layout
(&mut self, layout: wgpu::VertexBufferLayout<'static>)
11-obj-models/start/src/renderer/backend/pipeline.rs:33
↓ 1 callersFunctionany_as_u8_slice
From: https://stackoverflow.com/questions/28127165/how-to-convert-struct-to-u8
04-vertex-buffers/src/renderer_backend/mesh_builder.rs:25
↓ 1 callersMethodbuild_pipeline
(&self, device: &wgpu::Device)
05-index-buffers/src/renderer_backend/pipeline_builder.rs:44
↓ 1 callersMethodbuild_pipeline
(&self, device: &wgpu::Device)
04-vertex-buffers/src/renderer_backend/pipeline_builder.rs:44
↓ 1 callersMethodbuild_pipeline
(&self, device: &wgpu::Device)
03-shaders/src/renderer_backend/pipeline_builder.rs:34
↓ 1 callersMethodbuild_ubos_for_objects
(&mut self, object_count: usize)
08-transforms/src/main.rs:159
↓ 1 callersMethodbuild_ubos_for_objects
(&mut self, object_count: usize)
09-perspective-projection/src/renderer/renderer.rs:143
↓ 1 callersMethodbuild_ubos_for_objects
(&mut self, object_count: usize)
10-first-person-camera/src/main.rs:196
↓ 1 callersMethodbuild_ubos_for_objects
(&mut self, object_count: usize)
11-obj-models/finished/src/renderer/renderer.rs:261
↓ 1 callersMethodbuild_ubos_for_objects
(&mut self, object_count: usize)
11-obj-models/start/src/renderer/renderer.rs:143
↓ 1 callersMethodfinalize
(&mut self, device: &wgpu::Device)
11-obj-models/finished/src/renderer/backend/mesh_builder.rs:367
↓ 1 callersMethodload
(&mut self, filename: &str, materials: &mut Vec<Material>, device: &wgpu::Device
11-obj-models/finished/src/renderer/backend/mesh_builder.rs:123
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