Enum Dx12Compiler

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pub enum Dx12Compiler {
    Fxc,
    DynamicDxc {
        dxc_path: String,
        dxil_path: String,
    },
    StaticDxc,
}
Expand description

Selects which DX12 shader compiler to use.

If the DynamicDxc 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.

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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DynamicDxc

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.

Minimum supported version: v1.5.2010

It also requires WDDM 2.1 (Windows 10 version 1607).

Fields

§dxc_path: String

Path to dxcompiler.dll.

§dxil_path: String

Path to dxil.dll.

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StaticDxc

The statically-linked variant of Dxc.

The static-dxc feature is required for this setting to be used successfully on DX12. Not available on windows-aarch64-pc-* targets.

Implementations§

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impl Dx12Compiler

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pub fn from_env() -> Option<Dx12Compiler>

Choose which DX12 shader compiler to use from the environment variable WGPU_DX12_COMPILER.

Valid values, case insensitive:

  • Fxc
  • Dxc or DynamicDxc
  • StaticDxc
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pub fn with_env(self) -> Dx12Compiler

Takes the given compiler, modifies it based on the WGPU_DX12_COMPILER environment variable, and returns the result.

See from_env for more information.

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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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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