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0.5.2 Jul 29, 2020
0.1.0 Dec 27, 2018

#320 in Graphics APIs

Download history 5954/week @ 2021-07-07 5962/week @ 2021-07-14 6355/week @ 2021-07-21 7048/week @ 2021-07-28 6183/week @ 2021-08-04 5972/week @ 2021-08-11 6594/week @ 2021-08-18 5625/week @ 2021-08-25 4086/week @ 2021-09-01 5543/week @ 2021-09-08 4102/week @ 2021-09-15 3910/week @ 2021-09-22 3933/week @ 2021-09-29 3983/week @ 2021-10-06 3584/week @ 2021-10-13 3100/week @ 2021-10-20

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Used in 164 crates (2 directly)

MIT/Apache

705KB
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

~7MB
~150K SLoC