Name Description Size
adapter.rs 50647
command.rs 50665
conv.rs 9965
device.rs 58237
mod.rs ! # Metal API internals. ## Pipeline Layout In Metal, push constants, vertex buffers, and resources in the bind groups are all placed together in the native resource bindings, which work similarly to D3D11: there are tables of textures, buffers, and samplers. We put push constants first (if any) in the table, followed by bind group 0 resources, followed by other bind groups. The vertex buffers are bound at the very end of the VS buffer table. ! 27240
surface.rs 17032
time.rs Handling of global timestamps. 1005