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This implements the DX12 HAL part of external texture support, which is the final piece of the puzzle for external textures on DirectX 12. When creating a pipeline layout, HAL is responsible for mapping a single BindingType::ExternalTexture bind group entry to multiple descriptor ranges in the root signature it creates: 3 SRVs (one for each texture plane) and a CBV for the parameters buffer. Additionally we must expose the additional bindings to the Naga backend via the `external_texture_binding_map`. Lastly, when creating a bind group we write the descriptors for each of these bindings to the heap. And with that, we can finally enable the `EXTERNAL_TEXTURE` feature for the dx12 backend.