#graphics #gamedev

gfx-backend-dx11

DirectX-11 API backend for gfx-rs

15 unstable releases (4 breaking)

0.5.2 Jul 29, 2020
0.5.0 Mar 23, 2020
0.4.6 Apr 12, 2020
0.4.3 Nov 18, 2019
0.1.0 Dec 27, 2018

#276 in Graphics APIs

Download history 2207/week @ 2020-04-18 2291/week @ 2020-04-25 2328/week @ 2020-05-02 3671/week @ 2020-05-09 4136/week @ 2020-05-16 4787/week @ 2020-05-23 3527/week @ 2020-05-30 3903/week @ 2020-06-06 3940/week @ 2020-06-13 3549/week @ 2020-06-20 3653/week @ 2020-06-27 3437/week @ 2020-07-04 4045/week @ 2020-07-11 4088/week @ 2020-07-18 3761/week @ 2020-07-25 2434/week @ 2020-08-01

16,093 downloads per month
Used in 49 crates (2 directly)

MIT/Apache

580KB
12K SLoC

gfx_device_dx11

DX11 backend for gfx.

Normalized Coordinates

Render Depth Texture
render_coordinates depth_coordinates texture_coordinates

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).

!

Dependencies

~3MB
~65K SLoC