Expand description
Utilities which holds references to GPU-owned. Usually a resource is a wrapper which makes using buffers or textures simpler.
Modules
A ring-buffer like pool of buffers.
A bind group which binds a buffer with global data like the current camera transformations.
Utility for creating RenderPipelines
Utilities for creating shader states.
Utilities for handling surfaces which can be either headless or headed. A headed surface has a handle to a window. A headless surface renders to a texture.
Utility for a texture view which can either be created by a TextureView
or SurfaceTexture
A render pass which allows tracking, for example using a tracing framework.
Structs
This is inspired by the memory pool in Vulkan documented here.
Describes the fragment process in a render pipeline.
A [RenderPass], which tracks the current pipeline state to ensure all draw calls are valid.
It is used to set the current [RenderPipeline], BindGroups and buffers.
After all requirements are specified, draw calls can be issued.
Describes how the vertex buffer is interpreted.