Crate gfx[−][src]
gfx
An efficient, low-level, bindless graphics API for Rust.
Overview
Command buffers and encoders
A command buffer is a serialized list of drawing and compute commands. Unlike with vulkan, command buffers are not what you use to create commands, but only the result of creating these commands. Gfx, borrowing metal’s terminology, uses encoders to build command buffers. This means that, in general, users of the gfx crate don’t manipulate command buffers directly much and interact mostly with encoders.
Manipulating an Encoder
in gfx corresponds to interacting with:
- a
VkCommandBuffer
in vulkan, - a
MTLCommandEncoder
in metal, - an
ID3D12GraphicsCommandList
in D3D12.
OpenGL and earlier versions of D3D don’t have an explicit notion of command buffers or encoders (with the exception of draw indirect commands in late versions of OpenGL, which can be seen as a GPU-side command buffer). They are managed implicitly by the driver.
See:
Factory
The factory is what lets you allocate GPU resources such as buffers and textures.
Each gfx backend provides its own factory type which implements both:
- The
Factory
trait. - The
FactoryExt
trait.
gfx::Factory
is roughly equivalent to:
VkDevice
in vulkan,ID3D11Device
in D3D11,MTLDevice
in metal.
OpenGL does not have a notion of factory (resources are created directly off of the global context). D3D11 has a DXGI factory but it is only used to interface with other processes and the window manager, resources like textures are usually created using the device.
Device
Pipeline state (PSO)
See the documentation of the gfx::pso module.
Memory management
Handles internally use atomically reference counted pointers to deal with memory management. GPU resources are not destroyed right away when all references to them are gone. Instead they are destroyed the next time Device::cleanup is called.
Examples
See the examples in the repository.
Useful resources
- Documentation for some of the technical terms used in the API.
- Learning gfx tutorial.
- See the blog for more explanations and annotated examples.
Re-exports
pub use pso::PipelineState; |
pub use pso::buffer::VertexBuffer; |
pub use pso::buffer::InstanceBuffer; |
pub use pso::buffer::RawVertexBuffer; |
pub use pso::buffer::ConstantBuffer; |
pub use pso::buffer::RawConstantBuffer; |
pub use pso::buffer::Global; |
pub use pso::buffer::RawGlobal; |
pub use pso::resource::ShaderResource; |
pub use pso::resource::RawShaderResource; |
pub use pso::resource::UnorderedAccess; |
pub use pso::resource::Sampler; |
pub use pso::resource::TextureSampler; |
pub use pso::target::DepthStencilTarget; |
pub use pso::target::DepthTarget; |
pub use pso::target::StencilTarget; |
pub use pso::target::RenderTarget; |
pub use pso::target::RawRenderTarget; |
pub use pso::target::BlendTarget; |
pub use pso::target::BlendRef; |
pub use pso::target::Scissor; |
pub use pso::bundle::Bundle; |
Modules
buffer | Memory buffers |
format | Universal format specification. Applicable to textures, views, and vertex buffers. |
handle | Resource handles |
macros | Convenience macros Various helper macros. |
mapping | Memory mapping |
memory | Types to describe the properties of memory allocated for gfx resources. |
preset | State presets |
pso | A typed high-level graphics pipeline interface. |
shade | Shaders Shader parameter handling. |
state | Fixed-function hardware state. |
texture | Texture creation and modification. |
traits | public re-exported traits |
Macros
gfx_constant_struct | Defines a structure that is used in a constant buffer. |
gfx_defines | Defines vertex, constant and pipeline formats in one block. |
gfx_format | Defines a shorthand for a format. |
gfx_pipeline | Defines a set of pipeline-associated structures, and also
adds |
gfx_pipeline_base | Defines a set of pipeline-associated structures. |
gfx_vertex_struct | Defines a structure that is used in a vertex buffer. |
Structs
DomainShader | |
Encoder | Graphics Command Encoder |
GeometryShader | |
HullShader | |
Mirror | Mirroring flags, used for blitting |
PixelShader | |
ProgramInfo | Metadata about a program. |
Rect | A screen space rectangle |
Slice | A |
VertexShader |
Enums
CombinedError | An error from creating textures with views at the same time. |
CopyError | An error occuring in memory copies. |
IndexBuffer | Type of index-buffer used in a Slice. |
PipelineStateError | Error creating a PipelineState |
Primitive | Describes what geometric primitives are created from vertex data. |
ResourceViewError | Error creating either a ShaderResourceView, or UnorderedAccessView. |
ShaderSet | A complete set of shaders to link a program. TODO: TransformFeedback |
SubmissionError | |
TargetViewError | Error creating either a RenderTargetView, or DepthStencilView. |
UniformValue | A value that can be uploaded to the device as a uniform. |
UpdateError | An error occuring in buffer/texture updates. |
Traits
CommandBuffer | An interface of the abstract command buffer. It collects commands in an efficient API-specific manner, to be ready for execution on the device. |
Device | A |
Factory | Overview |
IntoIndexBuffer | A helper trait to create |
Resources | Different types of a specific API. |
Type Definitions
ColorValue | A color with floating-point components. |
CopyBufferResult | Result type returned when copying a buffer into another buffer. |
CopyBufferTextureResult | Result type returned when copying buffer data into a texture. |
CopyTextureBufferResult | Result type returned when copying texture data into a buffer. |
Depth | A single depth value from a depth buffer. |
InstanceCount | Draw number of instances |
InstanceParams | Optional instance parameters: (instance count, buffer offset) |
Layer | A depth value, specifying which plane to select out of a 3D texture. |
Level | Mipmap level to select in a texture. |
Stencil | A single value from a stencil stencstencil buffer. |
SubmissionResult | |
VertexCount | Draw vertex count. |