Expand description
The same for the DirectX and Vulkan backends: their repr(C) uniform / probe
structs + GPU-timing slot arithmetic (mirrored in the HLSL / GLSL shaders).
Backend-specific but device-free (plain repr(C), no windows/ash types), so
they compile unconditionally and their layout tests count toward coverage.
The DirectX / Vulkan backends (concinnity-device) re-export them under their
own directx / vulkan.
Modulesยง
- pass_
timing - Per-pass GPU timing on D3D12 via TIMESTAMP queries. The slot layout is the
shared one (
crate::render::pass_timing); this module only re-exports it so the backend keeps itscrate::render::directx::pass_timingpath. - uniforms
- repr(C) uniform / root-constant structs only the DirectX frame encoders bind
(cbuffer / root-constant layouts). Each is mirrored field-for-field in an
.hlslshader underdirectx/shaders/.