concinnity_core/gfx/mod.rs
1//! The GPU-facing half of the runtime vocabulary and the CPU compute over it:
2//! the `#[repr(C)]` structs the CPU and the shaders both name (`render_types`),
3//! the transform and skeleton types animation is expressed in, the culling and
4//! LOD primitives the backends test against, the screen-overlay and chunk-grid
5//! coordinate spaces, the post-process / quality setting structs, and the
6//! render-prep kernels that feed them: skinning and pose blending, IK, LOD
7//! decimation, software rasterisation, payload decoding, line expansion.
8//!
9//! No backend handles and no rendering logic: the render graph, draw lists, and
10//! per-backend executors stay in the client crate's own `gfx` module.
11pub mod anim_graph;
12pub mod auto_exposure;
13pub mod camera;
14pub mod chunk_coord;
15pub mod font;
16pub mod frustum;
17pub mod ik;
18pub mod image_decode;
19pub mod lines;
20pub mod lod;
21pub mod mesh_payload;
22pub mod mesh_seed;
23pub mod morph_targets;
24pub mod morph_weights;
25pub mod overlay;
26pub mod pick;
27pub mod pose_blend;
28pub mod pose_scratch;
29pub mod profile;
30pub mod projection;
31pub mod proportions;
32pub mod raster;
33pub mod render_types;
34pub mod root_motion;
35pub mod rt_reflections;
36pub mod settings;
37pub mod skeleton;
38pub mod ssao;
39pub mod ssgi;
40pub mod ssr;
41pub mod transform;
42pub mod transform_propagation;
43pub mod view_modes;