Expand description
Core GPU backend abstraction: enums, handle types, capability queries,
and the BackendContext trait that every concrete backend implements.
Structs§
- Backend
Capabilities - Capabilities of the current backend.
- Bind
Group Layout Desc - Describes one bind-group layout.
- Bind
Group Layout Entry - One entry within a bind-group layout.
- Buffer
Handle - Opaque handle to a GPU buffer.
- Buffer
Usage - Buffer usage flags (combinable via bitwise OR on the underlying bits).
- Compute
Pipeline Handle - Opaque handle to a compute pipeline.
- OpenGL
Context - OpenGL backend context. In a headless / test environment this behaves
identically to
SoftwareContextsince we don’t have a live GL context. When a real GL context is available (via the engine pipeline), the handles map to actual GL object names. - Pipeline
Handle - Opaque handle to a render pipeline (vertex + fragment).
- Pipeline
Layout - Pipeline layout description.
- Shader
Handle - Opaque handle to a compiled shader module.
- Software
Context - Pure-CPU backend that stores everything in RAM. Useful for tests, CI, headless rendering, and platforms without any GPU API.
- Texture
Handle - Opaque handle to a GPU texture.
Enums§
- Binding
Type - Type of a single binding.
- GpuBackend
- Which GPU API is in use (or Software for CPU fallback).
- GpuCommand
- A GPU command that can be recorded and submitted.
- Shader
Stage - Shader stage.
- Texture
Format - Texture format.
Traits§
- Backend
Context - Trait that every concrete GPU backend must implement.
Functions§
- detect_
backend - Detect the best available GPU backend on this platform.