Expand description
A mid-level framework for rendering that provides tools for resource lifetime management, descriptor set management, materials, renderpass management, and draw call dispatching
Modules§
- cooked_
shader - descriptor_
sets - graph
- reflected_
shader - render_
features - Part of
rafx-framework
. Handles extracting, preparing, and writing draw calls - upload
- visibility
- Part of
rafx-framework
.
Macros§
- declare_
render_ feature - Use to declare a new render feature that can be registered. Registration allows easy global access to the render feature index from anywhere in the binary
- declare_
render_ feature_ flag - Use to declare a new render feature flag that can be registered. Registration allows easy global access to the render feature flag index from anywhere in the binary
- declare_
render_ phase
Structs§
- Buffer
Key - Buffer
Resource - Compute
Pipeline Key - Compute
Pipeline Resource - Descriptor
SetAllocator - Descriptor
SetAllocator Metrics - Descriptor
SetAllocator Provider - Descriptor
SetAllocator Ref - Descriptor
SetArc - Descriptor
SetLayout Resource - Descriptor
SetWrite Set - Descriptor
SetWriter Context - DynCommand
Buffer - DynCommand
Pool - A helper that can be allocated as needed to create very short-lived command buffers. The object may not be persisted across frames. Instead, allocated a new one every frame. They are pooled, allocation is cheap and thread-safe.
- DynCommand
Pool Allocator - An allocator for DynCommandPools, objects that are short-lived and NOT persisted across frames. Meant for allocating command buffers that are usually single use and only for the current frame. The allocator is multi-thread friendly, but the pools themselves are not. So if writing command buffers from multiple threads, allocate a pool per thread.
- DynDescriptor
Set - DynResource
Allocator Set - DynResource
Allocator SetProvider - Fixed
Function State - Graphics
Pipeline Cache - Graphics
Pipeline Render Target Meta - Graphics
Pipeline Render Target Meta Hash - Graphics
Pipeline Resource - Image
Key - Image
Resource - Image
View Key - Image
View Resource - Material
Pass - Material
Pass Resource - Material
Pass Vertex Input - Pooled
Resource Allocator - This handles waiting for N frames to pass before resetting the pool. “Restting” could mean different things depending on the resource. This allocator also has a callback for allocating new pools for use. A maximum pool count should be provided so that an unbounded leak of pools can be detected.
- Reflected
Shader - Reflected
Shader Metadata - Render
Resources - A key-value structure. The key is a type, and the value is a single object of that type
- Resource
Arc - Resource
Context - Resource
Drop Sink - This handles waiting for N frames to pass before dropping the resource.
- Resource
Hash - Resource
Lookup Set - Resource
Manager - Resource
Manager Metrics - Root
Signature Resource - Sampler
Resource - Shader
Module Resource - Slot
Location - Vertex
Data - Vertex
Data Layout - Vertex
Data Layout Hash - Vertex
Data Set - Vertex
Data SetLayout - Vertex
Member
Enums§
Constants§
Traits§
- Descriptor
SetBindings - Descriptor
SetInitializer - Descriptor
SetWriter - Pooled
Resource Impl - Implement to customize how PoolAllocator resets and destroys pools