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

#1169 in Graphics APIs

Download history 1748/week @ 2024-10-11 2189/week @ 2024-10-18 2404/week @ 2024-10-25 2582/week @ 2024-11-01 838/week @ 2024-11-08 1157/week @ 2024-11-15 2755/week @ 2024-11-22 2557/week @ 2024-11-29 3451/week @ 2024-12-06 4626/week @ 2024-12-13 2067/week @ 2024-12-20 646/week @ 2024-12-27 2582/week @ 2025-01-03 5716/week @ 2025-01-10 3949/week @ 2025-01-17 1953/week @ 2025-01-24

14,240 downloads per month
Used in fewer than 12 crates

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

~12MB
~251K SLoC