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.

Enums

Constants

Traits