Expand description
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 for graphics adapters, for both compute and graphics operations. The API design is heavily inspired by the Vulkan API, and borrows some of the terminology.
§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
module.
The first step to using gfx-hal
is to initialize one of the available
backends, by creating an Instance
. Then proceed by
enumerating the available
graphics adapters and querying their available
features and queues.
You can use the open
method on a
PhysicalDevice
to get a logical device
handle, from which you can manage all the other device-specific
resources.
Modules§
- Physical graphics devices.
- Memory buffers.
- Command buffers.
- Logical graphics device.
- Displays.
- Structures related to the import external memory functionality.
- Universal format specification. Applicable to textures, views, and vertex buffers.
- Image related structures.
- Types to describe the properties of memory allocated for graphics resources.
- Render pass handling.
- Command pools
- Prelude module re-exports all the traits necessary to use
gfx-hal
. - Raw Pipeline State Objects
- Commands that can be used to record statistics or other useful values as the command buffer is running.
- Command queues.
- Windowing system interoperability.
Macros§
- Macro for specifying list of specialization constants for
EntryPoint
.
Structs§
- Feature capabilities related to Descriptor Indexing.
- Propterties to indicate when the backend does not support full vulkan compliance.
- Dynamic pipeline states.
- Physical device limits for external memory management
- Features that the device supports.
- Resource limits of a particular graphics device.
- A strongly-typed index to a particular
MemoryType
. - Resource limits related to the Mesh Shaders.
- Features that the device doesn’t support natively, but is able to emulate at some performance cost.
- Properties of physical devices that are exposed but do not need to be explicitly opted into.
- Resource limits related to the reduction samplers.
- Error creating an instance of a backend on the platform that doesn’t support this backend.
Enums§
- Collections of shader features shaders support if they support less than vulkan does.
- An enum describing the type of an index value in a slice’s index buffer
Traits§
- Wraps together all the types needed for a graphics backend.
- An instantiated backend.
Type Aliases§
- Indirect draw calls count.
- Draw number of indices.
- Draw number of instances.
- Number of tasks.
- Draw vertex count.
- Draw vertex base offset.
- Number of work groups.