Expand description
GPU primitive batching
Defines GPU-ready data structures that match the shader uniform layouts.
All structures use #[repr(C)] and implement bytemuck::Pod for safe
GPU buffer copies.
Structs§
- Blur
Uniforms - Uniforms for Kawase blur shader
- Color
Matrix Uniforms - Uniforms for color matrix shader
- Composite
Uniforms - Uniform buffer for compositor
- Drop
Shadow Uniforms - Uniforms for drop shadow shader
- Glass
Uniforms - Uniform buffer for glass shader
- Glow
Uniforms - Uniforms for the glow effect shader
- GpuGlass
Primitive - A GPU glass primitive for vibrancy/blur effects (matches shader
GlassPrimitivestruct) - GpuGlyph
- A GPU text glyph instance (matches shader
GlyphInstancestruct) - GpuPrimitive
- A GPU primitive ready for rendering (matches shader
Primitivestruct) - GpuRect
Deprecated - Legacy rectangle primitive (deprecated - use GpuPrimitive instead)
- Layer
Command Entry - A recorded layer command with its primitive index
- Layer
Composite Uniforms - Uniform buffer for layer composition
- Mask
Image Uniforms - Uniforms for the mask image effect shader
- Particle
Viewport3D - GPU particle viewport for rendering particle systems
- Path
Batch - A batch of tessellated path geometry
- Path
Uniforms - Uniform buffer for path rendering Layout matches shader struct exactly:
- Primitive
Batch - Batch of GPU primitives for efficient rendering
- Sdf3D
Uniform - Uniform data for 3D SDF raymarching
- Shape
Desc - Per-shape descriptor for 3D group composition (64 bytes, 4 vec4s)
- Uniforms
- Uniform buffer for viewport information
- Viewport3D
- A 3D viewport to be rendered via raymarching
Enums§
- Clip
Type - Clip types for primitives
- Fill
Type - Fill types (must match shader constants)
- Glass
Type - Glass material types (must match shader constants)
- Layer
Command - Commands for layer operations during rendering
- Primitive
Type - Primitive types (must match shader constants)
Constants§
- MAX_
GROUP_ SHAPES - Max shapes per 3D group (practical limit for uniform/storage buffer)