| 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 |
- |