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 |