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 Definitions

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.