Name Description Size Coverage
adapter.rs 68963 -
command.rs 68233 -
conv.rs 11956 -
device.rs 82349 -
mod.rs ! # Metal API internals. ## Pipeline Layout In Metal, immediates, 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 immediates 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. ! 32641 -
surface.rs 5612 -
time.rs Handling of global timestamps. 1005 -