|0.9.0||Jun 19, 2021|
|0.7.0||Jan 30, 2021|
|0.6.5||Oct 15, 2020|
|0.5.11||Jul 22, 2020|
|0.1.0||Dec 27, 2018|
#322 in Graphics APIs
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Used in 209 crates (15 directly)
Vulkan backend for gfx-rs.
Dimensions of the model:
- Shader stage: vs, fs, cs, others
- Descriptor set: 0 ..
- Binding: sparse, but expected to be somewhat tight
HAL is modelled after Vulkan, so everything should be 1:1.
Most of the code just passes the data through. The only problem
that affects all the pieces is related to memory allocation:
Vulkan expects slices, but the API gives us
So we end up using a lot of
inplace_it to get things collected on stack.
One part that has actual logic is related to framebuffers. HAL is modelled
after image-less framebuffers. If the the Vulkan implementation supports it,
we map it 1:1, and everything is great. If it doesn't expose
KHR_imageless_framebuffer, however, than we have to keep all the created
framebuffers internally in an internally-synchronized map, per