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// Copyright 2015 The Gfx-rs Developers. // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. #![deny(missing_docs)] //! # 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: //! //! - The [`Encoder` struct documentation](struct.Encoder.html). //! - The [`Command buffer` trait documentation](trait.CommandBuffer.html). //! //! ## 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](traits/trait.Factory.html#overview). //! - The [`FactoryExt` trait](traits/trait.FactoryExt.html). //! //! `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 //! //! See [the `gfx::Device` trait](trait.Device.html). //! //! ## Pipeline state (PSO) //! //! See [the documentation of the gfx::pso module](pso/index.html). //! //! ## 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](trait.Device.html#tymethod.cleanup) is called. //! //! # Examples //! //! See [the examples in the repository](https://github.com/gfx-rs/gfx/tree/master/examples). //! //! # Useful resources //! //! - [Documentation for some of the technical terms](doc/terminology/index.html) //! used in the API. //! - [Learning gfx](https://wiki.alopex.li/LearningGfx) tutorial. //! - See [the blog](http://gfx-rs.github.io/) for more explanations and annotated examples. //! #[cfg(feature = "mint")] extern crate mint; extern crate log; extern crate draw_state; extern crate gfx_core as core; /// public re-exported traits pub mod traits { pub use core::{Device, Factory}; pub use core::memory::Pod; pub use factory::FactoryExt; } // draw state re-exports pub use draw_state::{preset, state}; pub use draw_state::target::*; // public re-exports pub use core::{Device, Primitive, Resources, SubmissionError, SubmissionResult}; pub use core::{VertexCount, InstanceCount}; pub use core::{ShaderSet, VertexShader, HullShader, DomainShader, GeometryShader, PixelShader}; pub use core::{buffer, format, handle, mapping, memory, texture}; pub use core::factory::{Factory, ResourceViewError, TargetViewError, CombinedError}; pub use core::command::{Buffer as CommandBuffer, InstanceParams}; pub use core::shade::{ProgramInfo, UniformValue}; pub use encoder::{CopyBufferResult, CopyBufferTextureResult, CopyError, CopyTextureBufferResult, Encoder, UpdateError}; pub use factory::PipelineStateError; pub use slice::{Slice, IntoIndexBuffer, IndexBuffer}; pub use pso::{PipelineState}; pub use pso::buffer::{VertexBuffer, InstanceBuffer, RawVertexBuffer, ConstantBuffer, RawConstantBuffer, Global, RawGlobal}; pub use pso::resource::{ShaderResource, RawShaderResource, UnorderedAccess, Sampler, TextureSampler}; pub use pso::target::{DepthStencilTarget, DepthTarget, StencilTarget, RenderTarget, RawRenderTarget, BlendTarget, BlendRef, Scissor}; pub use pso::bundle::{Bundle}; /// Render commands encoder mod encoder; /// Factory extensions mod factory; /// Slices mod slice; // Pipeline states pub mod pso; /// Shaders pub mod shade; /// Convenience macros pub mod macros;