37 releases

0.9.0 Jun 19, 2021
0.7.0 Jan 30, 2021
0.6.17 Nov 28, 2020
0.5.2 Jul 29, 2020
0.1.0 Dec 27, 2018

#960 in Graphics APIs

Download history 2487/week @ 2023-11-20 1629/week @ 2023-11-27 1394/week @ 2023-12-04 1970/week @ 2023-12-11 2295/week @ 2023-12-18 1443/week @ 2023-12-25 946/week @ 2024-01-01 2035/week @ 2024-01-08 1965/week @ 2024-01-15 1657/week @ 2024-01-22 1126/week @ 2024-01-29 1844/week @ 2024-02-05 2058/week @ 2024-02-12 2196/week @ 2024-02-19 2389/week @ 2024-02-26 2315/week @ 2024-03-04

9,393 downloads per month
Used in 106 crates (2 directly)

MIT/Apache

695KB
14K SLoC

gfx_device_dx11

DX11 backend for gfx.

Normalized Coordinates

Render Depth Texture
render_coordinates depth_coordinates texture_coordinates

Binding Model

Writable storage bindings:

  1. Binding: 0 .. D3D11_PS_CS_UAV_REGISTER_COUNT

Other bindings:

  1. Shader stage: vs, fs, cs
  2. Register: constant buffers (CBV), shader resources (SRV), samplers
  3. Binding (tight)

Mirroring

TODO


lib.rs:

DX11 backend internals.

Pipeline Layout

In D3D11 there are tables of CBVs, SRVs, UAVs, and samplers.

Each descriptor type can take 1 or two of those entry points.

The descriptor pool is just and array of handles, belonging to descriptor set 1, descriptor set 2, etc. Each range of descriptors in a descriptor set area of the pool is split into shader stages, which in turn is split into CBS/SRV/UAV/Sampler parts. That allows binding a descriptor set as a list of continuous descriptor ranges (per type, per shader stage).

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Dependencies

~8MB
~168K SLoC