Enum bevy_render::settings::Dx12Compiler

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pub enum Dx12Compiler {
    Fxc,
    Dxc {
        dxil_path: Option<PathBuf>,
        dxc_path: Option<PathBuf>,
    },
}
Expand description

Selects which DX12 shader compiler to use.

If the wgpu-hal/dx12-shader-compiler feature isn’t enabled then this will fall back to the Fxc compiler at runtime and log an error. This feature is always enabled when using wgpu.

If the Dxc option is selected, but dxcompiler.dll and dxil.dll files aren’t found, then this will fall back to the Fxc compiler at runtime and log an error.

wgpu::utils::init::dx12_shader_compiler_from_env can be used to set the compiler from the WGPU_DX12_SHADER_COMPILER environment variable, but this should only be used for testing.

Variants§

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Fxc

The Fxc compiler (default) is old, slow and unmaintained.

However, it doesn’t require any additional .dlls to be shipped with the application.

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Dxc

The Dxc compiler is new, fast and maintained.

However, it requires both dxcompiler.dll and dxil.dll to be shipped with the application. These files can be downloaded from https://github.com/microsoft/DirectXShaderCompiler/releases.

Fields

§dxil_path: Option<PathBuf>

Path to the dxil.dll file, or path to the directory containing dxil.dll file. Passing None will use standard platform specific dll loading rules.

§dxc_path: Option<PathBuf>

Path to the dxcompiler.dll file, or path to the directory containing dxcompiler.dll file. Passing None will use standard platform specific dll loading rules.

Trait Implementations§

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impl Clone for Dx12Compiler

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fn clone(&self) -> Dx12Compiler

Returns a copy of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for Dx12Compiler

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for Dx12Compiler

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fn default() -> Dx12Compiler

Returns the “default value” for a type. Read more

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impl<T> Any for T
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impl<T, U> AsBindGroupShaderType<U> for T
where U: ShaderType, &'a T: for<'a> Into<U>,

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fn as_bind_group_shader_type(&self, _images: &RenderAssets<GpuImage>) -> U

Return the T ShaderType for self. When used in AsBindGroup derives, it is safe to assume that all images in self exist.
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