concinnity-device 0.19.0

GPU backends (Metal, Vulkan, DirectX) behind a device facade for Concinnity
Documentation

concinnity-device

GPU backends for the Concinnity engine: the hardware-facing renderers, Metal (macOS), DirectX 12 (Windows), and Vulkan (Windows/Linux), plus the shared native window and input layers.

Exactly one backend compiles per build; the build script resolves the target (and the optional vulkan feature) into a single backend_* cfg. The engine drives a backend through the RenderBackend/SceneControl trait seam defined in concinnity-core's render module, obtained from init_backend as a Box<dyn RenderBackend>; no consumer names a concrete context type.

Constraints

  • Owns GPU submission and windowing only: no gameplay, ECS runtime, audio, or physics.
  • The GPU-free render-prep (culling, draw building) lives in concinnity-core; this crate consumes its output.
  • macOS Vulkan runs over the MoltenVK ICD and is a testing path, not a shipping one.

Most users want the concinnity facade crate rather than this one.