Name Description Size
adapter.rs 51447
command.rs 50808
conv.rs 9995
device.rs 58447
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. ! 27644
surface.rs 17156
time.rs Handling of global timestamps. 1005