gfx-hal 0.9.0

gfx-rs hardware abstraction layer
Documentation
Low-level graphics abstraction for Rust. Mostly operates on data, not types. Designed for use by libraries and higher-level abstractions only. This crate provides a [hardware abstraction layer][hal] for [graphics adapters][gpus], for both compute and graphics operations. The API design is heavily inspired by the [Vulkan API](https://www.khronos.org/vulkan/), and borrows some of the terminology. [hal]: https://en.wikipedia.org/wiki/Hardware_abstraction [gpus]: https://en.wikipedia.org/wiki/Video_card # Usage Most of the functionality is implemented in separate crates, one for each backend. This crate only exposes a few generic traits and structures. You can import all the necessary traits through the [`prelude`][prelude] module. The first step to using `gfx-hal` is to initialize one of the available [backends][Backend], by creating an [`Instance`][Instance]. Then proceed by [enumerating][Instance::enumerate_adapters] the available [graphics adapters][adapter::Adapter] and querying their available [features][Features] and [queues][queue::family::QueueFamily]. You can use the [`open`][adapter::PhysicalDevice::open] method on a [`PhysicalDevice`][adapter::PhysicalDevice] to get a [logical device handle][device::Device], from which you can manage all the other device-specific resources.