Expand description
Render-world plumbing for the composite quad’s per-layer uniforms: the 3D
model matrix and the screen-space clip rect (transform3d support).
Every drawn composite quad gets one CompositeUniforms entry — identity
matrix + open clip for untransformed layers — so composite.wgsl stays
single-path. The lifecycle mirrors FilterUniforms:
a DynamicUniformBuffer staged in prepare_layer_composites, the
per-quad offset riding LayerCompositeBatch,
and one whole-buffer bind group bound at a dynamic offset by
SetCompositeUniforms.
Structs§
- Composite
Uniforms - Per-quad composite params. Field order matches
CompositeParamsincomposite.wgslbyte for byte (128 bytes; guarded bycomposite_uniforms_match_the_documented_wgsl_layout). Pad names are digit-free on purpose (the naga-namer constraint, seeFilterUniforms). - Composite
Uniforms Meta - Frame-staged composite uniforms + their whole-buffer bind group (rebuilt
every frame after
write_buffer— the buffer may reallocate). - SetComposite
Uniforms - Binds the composite-uniform bind group at the quad’s dynamic offset
(staged by
prepare_layer_compositeson [LayerCompositeBatch]).
Functions§
- open_
clip - The clip sentinel: an interval no on-screen fragment escapes, making the fragment test a no-op for quads clipped on the CPU (or not clipped at all).