Name Description Size
adapter.rs 53327
command.rs 51953
conv.rs 11562
device.rs 64083
layer_observer.rs A rewrite of `raw-window-metal` using `objc` instead of `objc2`. See that for details: <https://docs.rs/raw-window-metal/1.1.0/> This should be temporary, see <https://github.com/gfx-rs/wgpu/pull/6210>. 7121
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. ! 29060
surface.rs 9033
time.rs Handling of global timestamps. 1005