Expand description
Unified GPU abstraction layer: GpuDevice and GpuQueue traits that
provide a single API surface regardless of the underlying graphics backend.
Structs§
- Bind
Group - A concrete bind group with bound resources.
- Bind
Group Entry - One entry in a bind group.
- Blend
State - Blend state for a single colour target.
- Color
Target State - State for a single colour output attachment.
- Compute
Pipeline Desc - Describes a compute pipeline.
- Depth
Stencil State - Depth-stencil state.
- Null
Device - A device that does nothing. Every call is a successful no-op.
- OpenGL
Device - OpenGL device implementation. Without a live GL context this delegates
entirely to
SoftwareDevice. - Render
Pipeline Desc - Describes a render pipeline.
- Simple
Queue - A simple in-order queue that executes commands immediately.
- Software
Device - CPU-backed device.
- Vertex
Attr - A single vertex attribute descriptor.
- Vertex
Buffer Layout - Layout of one vertex buffer.
Enums§
- Blend
Factor - Blend factor.
- BlendOp
- Blend operation.
- Bound
Resource - A resource bound at a specific slot.
- Compare
Function - Compare function used for depth/stencil testing.
- Recorded
Command - A recorded GPU command (opaque).
- Step
Mode - Per-vertex or per-instance stepping.