Name Description Size
adapter.rs 32804
command.rs 48510
conv.rs 14490
descriptor.rs 10046
device.rs 76109
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. ! 44307
shader_compilation.rs 9679
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