14 unstable releases (4 breaking)

✓ Uses Rust 2018 edition

0.5.1 May 7, 2020
0.5.0 Mar 23, 2020
0.4.6 Apr 12, 2020
0.4.5 Jan 7, 2020
0.1.0 Dec 27, 2018

#22 in Game development

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7,320 downloads per month
Used in 38 crates (via wgpu-core)

MIT/Apache

585KB
11K SLoC

Ruby HTML 11K SLoC // 0.2% comments Rust 208 SLoC // 0.1% comments

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
~67K SLoC