thindx - Thin DirectX wrappers

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Thin DirectX wrappers for Rust.

Why not [winapi] directly?

Why not <other graphics crate>?

❌ This crate is probably unsound! ❌

I'm exposing a huge legacy C++ API to Rust. Mistakes will happen.

That said, soundness is a very high priority goal. thindx will add things like extra bounds checks, parameter validation, extra init, etc. if need be in order to ensure soundness in safe fns whenever possible. When it's not possible to validate unsoundness away, the fns in question should be marked unsafe. This crate strives to be sounder than whatever manual FFI you'd write yourself would be, and that's a high bar.

But there are some practical limits to this. If a background driver thread invokes UB if it fails to allocate memory, without any direct correlation to specific API misuse like a large integer overflowing, that's a bug I can't sanely mitigate via safe fns. I mean, theoretically I could write a pure-software clone of the entire DirectX runtime... but no.

Additionally, while I'm seeking to validate my APIs via testing, older implementations of the APIs in question may have more bugs / unchecked parameters / ??? that I'll fail to mitigate due to being unable to trigger them myself. While I'm happy to investigate, accept pull requests, expand test coverage, etc. it's worth assuming this crate is unsound on older versions unless you've tested yourself.

⚠️ API major version churn ⚠️

Individual fns are likely to gain/lose unsafe, traits, etc. in a neverending attempt to make DirectX access sound. As such, thindx itself will likely always suffer from major version churn. This isn't too much of a problem until two crates wish to share / pass thindx types between themselves. It might be possible to somewhat stabilize some types by exiling them into subcrates, but this has not yet been done. Additionally, individual extension traits / functions / methods will likely never get the same treatment (no need?)

Project Status

examplesheader coveragedocs.rslib.rscrates.io

| DirectX | API | Tests | Sound | Stable| Notes | | ----------------- | ----- | ----- | ----- | ----- | ----- | | d3dcompiler.dll | ✔️ | ⚠️ | ⚠️ | ❌ | first goal to stabilize | dxcompiler.dll | ❌ | ❌ | ❌ | ❌ | | d3d9 | ⚠️ | ⚠️ | ❌ | ❌ | | d3d11 | ❌ | ❌ | ❌ | ❌ | | d3d12 | ❌ | ❌ | ❌ | ❌ | | dxgi | ❌ | ❌ | ❌ | ❌ | | dinput | ❌ | ❌ | ❌ | ❌ | | xinput | ✔️ | ❌ | ❌ | ❌ | | xaudio2 | ❌ | ❌ | ❌ | ❌ | | Low Priority | | d2d | | | | | I prefer d3d wrappers? | dcompute | | | | | | dsound | | | | | prefer xaudio2? (might be needed for gamepad headset audio?) | dwrite | | | | | consider uniscribe? | dxr | | | | | | xact3 | | | | | | Not Planned | | | | | feel free to express interest though! | d3d10 | | | | | d3d11 is the same but saner, and just as portable? | ddraw | | | | | prefer d2d, gdi, or other less ancient api? | dplay | | | | | prefer steamworks, raw sockets, etc.? | xaudio1 | | | | | does this even exist? prefer xaudio2

| Legend | Description | | --------- | ------------- | | API | API coverage seems mostly complete | Tests | API has basic tests | Sound | API has enough tests to convince me of it's soundness | Stable | API seems stable enough to start giving semver treatment

License

Licensed under either of

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Contribution

Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.