This project provides low-level bindings for D3D12 API. It utilizes rust-bindgen
for generating raw bindings (unlike d3d12-rs
crate), but aims for providing idiomatic APIs (unlike the raw D3D12 wrappers from winapi
or windows-rs
crates).
#[repr(transparent)]
so that they can be used as a drop-in replacement for the native types, but expose type-safe getters and setters)D3D12
and DXGI
prefixes have been stripped from all types, functions and enum variants (e.g. this library exposes CommandListType::Direct
instead of D3D12_COMMAND_LIST_TYPE_DIRECT
) since it's very likely that people who use it already know the name of the API it wraps (it's mentioned in the crate name after all), and do not need to be constantly reminded about it :) Also all type and function names have been reshaped with respect to the official Rust code style (e.g. get_gpu_descriptor_handle_for_heap_start
instead of GetGPUDescriptorHandleForHeapStart
). Note that not all enum variant names have been converted yet, so some of them will be changed in future versionsheterogeneous_multiadapter.rs
for an example of exporting required symbols)pix
that is off by default not to introduce a dependency on WinPixEventRuntime.dll
for people who don't need it)Clone
and Drop
traits implementations with optional logging possibilities (e.g. see impl_com_object_refcount_named
macro)dx_call
and dx_try
)conversion_assist.py
scriptPlease note their code can be dirty and contains some (non-critical) bugs, so they should not be treated as sane D3D12 tutorials or high-quality Rust code examples since their purpose is just to showcase the API.
The next planned goal for this project is to cover DXR APIs and provide the corresponding samples.
This library is still a work-in-progress, so all contributions are welcome :)
When used as a Cargo dependency, rusty-d3d12
does not generate bindings during build process by default, since running rust-bindgen
requires libclang.dll
, which can be absent on some systems, and cannot be vendored via crates.io
due to its large size. So as a prerequisite, Cargo should be able to find this DLL under the path set in LIBCLANG_PATH
environment variable. After this requirement is met, Cargo feature devel
can be activated, and d3d12_bindings.rs
and pix_bindings.rs
files will be generated from scratch, and included into src/raw_bindings/mod.rs
instead of the shipped ones. Of course, enabling this feature and copying libclang.dll
is not required if one doesn't need to update Agility SDK headers and just wants to wrap some APIs that are already present in the shipped d3d12.rs
but not yet covered by this library.