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 |
#882 in Graphics APIs
9,918 downloads per month
Used in 107 crates
(2 directly)
695KB
14K
SLoC
gfx_device_dx11
DX11 backend for gfx.
Normalized Coordinates
Render | Depth | Texture |
---|---|---|
Binding Model
Writable storage bindings:
- Binding: 0 ..
D3D11_PS_CS_UAV_REGISTER_COUNT
Other bindings:
- Shader stage: vs, fs, cs
- Register: constant buffers (CBV), shader resources (SRV), samplers
- 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).
!
Dependencies
~8.5MB
~173K SLoC