adapter.rs |
|
32696 |
command.rs |
|
48125 |
conv.rs |
|
14490 |
descriptor.rs |
|
10046 |
device.rs |
|
72335 |
instance.rs |
|
5086 |
mod.rs |
!
# DirectX12 API internals.
Generally the mapping is straightforward.
## Resource transitions
D3D12 API matches WebGPU internal states very well. The only
caveat here is issuing a special UAV barrier whenever both source
and destination states match, and they are for storage sync.
## Memory
For now, all resources are created with "committed" memory.
## Resource binding
See ['Device::create_pipeline_layout`] documentation for the structure
of the root signature corresponding to WebGPU pipeline layout.
Binding groups is mostly straightforward, with one big caveat:
all bindings have to be reset whenever the pipeline layout changes.
This is the rule of D3D12, and we can do nothing to help it.
We detect this change at both [`crate::CommandEncoder::set_bind_group`]
and [`crate::CommandEncoder::set_render_pipeline`] with
[`crate::CommandEncoder::set_compute_pipeline`].
For this reason, in order avoid repeating the binding code,
we are binding everything in `CommandEncoder::update_root_elements`.
When the pipeline layout is changed, we reset all bindings.
Otherwise, we pass a range corresponding only to the current bind group.
! |
43510 |
shader_compilation.rs |
|
9549 |
suballocation.rs |
|
10649 |
types.rs |
|
1205 |
view.rs |
wgt::TextureViewDimension::D1Array => {
desc.ViewDimension = Direct3D12::D3D12_SRV_DIMENSION_TEXTURE1DARRAY;
desc.Anonymous.Texture1DArray = Direct3D12::D3D12_TEX1D_ARRAY_SRV {
MostDetailedMip: self.mip_level_base,
MipLevels: self.mip_level_count,
FirstArraySlice: self.array_layer_base,
ArraySize: self.array_layer_count,
ResourceMinLODClamp: 0.0,
}
}
|
15627 |