#graphics #gamedev

gfx-backend-dx11

DirectX-11 API backend for gfx-rs

21 releases

new 0.6.5 Oct 18, 2020
0.6.0 Aug 16, 2020
0.5.2 Jul 29, 2020
0.5.0 Mar 23, 2020
0.1.0 Dec 27, 2018

#283 in Graphics APIs

Download history 3523/week @ 2020-06-30 3858/week @ 2020-07-07 4001/week @ 2020-07-14 3718/week @ 2020-07-21 3323/week @ 2020-07-28 2558/week @ 2020-08-04 3635/week @ 2020-08-11 4159/week @ 2020-08-18 4612/week @ 2020-08-25 6944/week @ 2020-09-01 6053/week @ 2020-09-08 4836/week @ 2020-09-15 4713/week @ 2020-09-22 7262/week @ 2020-09-29 7425/week @ 2020-10-06 4307/week @ 2020-10-13

20,916 downloads per month
Used in 87 crates (3 directly)

MIT/Apache

590KB
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
~68K SLoC