33 releases

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

Download history 9640/week @ 2021-06-07 10472/week @ 2021-06-14 11095/week @ 2021-06-21 11794/week @ 2021-06-28 10454/week @ 2021-07-05 11061/week @ 2021-07-12 11216/week @ 2021-07-19 12523/week @ 2021-07-26 10183/week @ 2021-08-02 12258/week @ 2021-08-09 10279/week @ 2021-08-16 11692/week @ 2021-08-23 9288/week @ 2021-08-30 9122/week @ 2021-09-06 8854/week @ 2021-09-13 7988/week @ 2021-09-20

41,515 downloads per month
Used in 209 crates (15 directly)

MIT/Apache

650KB
12K SLoC

gfx-backend-vulkan

Vulkan backend for gfx-rs.

Normalized Coordinates

Render Depth Texture
render_coordinates depth_coordinates texture_coordinates

Binding Model

Dimensions of the model:

  1. Shader stage: vs, fs, cs, others
  2. Descriptor set: 0 .. max_bound_descriptor_sets
  3. Binding: sparse, but expected to be somewhat tight

Mirroring

HAL is modelled after Vulkan, so everything should be 1:1.


lib.rs:

Vulkan backend internals.

Stack memory

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 Iterator. So we end up using a lot of inplace_it to get things collected on stack.

Framebuffers

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 B::Framebuffer. !

Dependencies

~9MB
~205K SLoC