Safe Direct3D 11 bindings. Currently just a minimal implementation mostly for
use with direct2d, but I plan to flesh out the API eventually. If you're
excited by this project and would like to contribute, pull requests are always
open.
enum_!{#[repr(u32)]/// Identifies expected resource use during rendering. The usage directly
/// reflects whether a resource is accessible by the CPU and/or the
/// graphics processing unit (GPU).
////// [More Information][1]
////// [1]: https://msdn.microsoft.com/en-us/library/windows/desktop/ff476259(v=vs.85).aspx
pubenumUsage{/// A resource that requires read and write access by the GPU.
/// This is likely to be the most common usage choice.
Default=0,/// A resource that can only be read by the GPU. It cannot be
/// written by the GPU, and cannot be accessed at all by the CPU.
/// This type of resource must be initialized when it is created,
/// since it cannot be changed after creation.
Immutable =1,/// A resource that is accessible by both the GPU (read only) and
/// the CPU (write only). A dynamic resource is a good choice for
/// a resource that will be updated by the CPU at least once per
/// frame. To update a dynamic resource, use a Map method.
Dynamic =2,/// A resource that supports data transfer (copy) from the GPU to
/// the CPU.
Staging =3,}}