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Slint + vulkano collaboration #6805
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Agreed. Besides the new API to select a renderer by features (where Vulkan need to be added), the big question is: how to represent the different typed needed in the GraphicsAPI enum? (Device, queue index, instance, etc) |
Maybe you could create wrapper types around the types that slint uses internally and then have as_raw/into_raw methods on each. The wrappers could also implement Rust conversion traits for converting into the types from the most common vulkan libraries like vulkano/ash and so on (Those could be hidden behind feature gates). At a first glance, it seems that at least vulkano and ash allow constructing various things from raw handles (Vulkano considers the ash types as raw handles), so it could work: |
I think you're right, passing the raw handles (u64?) should work. |
Somewhere usize might be more appropriate, not sure |
@tronical What exact values do we want to expose in the GraphicsAPI Vulkan variant? |
Great :). Yeah, I think instance, physical device, logical device, queue, queue family index, get_proc_addr for instance and one for device. But I don't know how to best handle the drawable part.... |
There is a rust example
opengl_texture
in the repo, showning how to collaborate with opengl. Is there a way to collaborate with vulkan though rustvulkano
crate the same way as in this opengl example? If not, it would be good to have this ability becausevulkan
(vulkano
) is more idiomatic and modern way to work with gpu then opengl. If yes, it would be good to add an official example.The text was updated successfully, but these errors were encountered: