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GpuObjectData

Struct GpuObjectData 

Source
#[repr(C)]
pub struct GpuObjectData {
Show 19 fields pub model: [[f32; 4]; 4], pub tint: [f32; 3], pub roughness: f32, pub emissive: [f32; 3], pub metallic: f32, pub albedo_index: u32, pub normal_index: u32, pub macro_variation: f32, pub terrain_blend: f32, pub bb_min: [f32; 3], pub cull_distance: f32, pub bb_max: [f32; 3], pub secondary_blend_sharpness: f32, pub albedo_secondary_index: u32, pub normal_secondary_index: u32, pub emissive_map_index: u32, pub orm_map_index: u32, pub alpha_cutoff: f32, pub _pad: [f32; 3],
}
Expand description

Per-object record consumed by the Metal “bindless” static main pass.

The static pipeline no longer rebinds model/material/textures per draw call: every object’s transform, material scalars, and texture-pool indices live in one GPU buffer, and the vertex/fragment shaders index it by the object id delivered through [[base_instance]]. That makes each draw call stateless, which is the prerequisite for the GPU-driven compute-cull + indirect-command-buffer pass.

The renderer rebuilds the buffer each frame from its DrawObject list, so update_model / update_visibility changes are picked up automatically. bb_min / bb_max / cull_distance mirror the DrawObject AABB and are unused by the main-pass shaders; they are carried so a GPU-driven compute cull kernel can read object bounds straight from this buffer without a layout change.

Layout (176 bytes) must stay in sync with the shader-side record, declared once per language in concinnity-device: vulkan/shaders/object_common.glsl, directx/shaders/object_common.hlsl and metal/shaders/object_common.msl, each spliced into its backend’s passes at an {OBJECT_DATA} marker, plus shaders/object_common.slang for the single-source passes. object_data_layout in concinnity-device pins the three hand-written fragments to each other, and shader_layout there pins this struct against slangc’s reflection of the fourth.

albedo_index / normal_index (and the secondary / emissive / ORM indices) are indices into each backend’s single handle-indexed texture pool: albedo, normal, and every optional map share one dense table, so a texture used in more than one role resolves to one descriptor. The pool’s two fallbacks occupy reserved slots past the real textures: an object with no normal map addresses the flat-normal entry and one with no albedo addresses the white entry, so neither index needs a shader branch.

Fields§

§model: [[f32; 4]; 4]

Column-major model-to-world matrix.

§tint: [f32; 3]

Linear-space RGB multiplier on the albedo sample.

§roughness: f32

Perceptual roughness [0, 1].

§emissive: [f32; 3]

Additive emission colour in linear space.

§metallic: f32

Metallic factor [0, 1].

§albedo_index: u32

Index into the bindless texture pool for this object’s albedo map.

§normal_index: u32

Index into the bindless texture pool for this object’s normal map.

§macro_variation: f32

Macro-variation strength [0, 1]; 0 disables the tiling-break noise.

§terrain_blend: f32

Terrain-shading blend [0, 1]; 0 disables (default PBR sampling), non-zero switches the shader to a triplanar world-space projection with slope-based rocky-tint blending. See Material::terrain_blend.

§bb_min: [f32; 3]

World-space AABB minimum (compute-cull bounds input).

§cull_distance: f32

View-distance cutoff; 0 = no cutoff (compute-cull bounds input).

§bb_max: [f32; 3]

World-space AABB maximum (compute-cull bounds input).

§secondary_blend_sharpness: f32

Sharpness of the slope-based blend between primary and albedo_secondary_index textures. 0 = wide soft gradient; 1 = nearly hard cliff edge. Mirrors MaterialUniforms::secondary_blend_sharpness.

§albedo_secondary_index: u32

Bindless-pool index for the secondary albedo (slope-shaded). 0 when the material doesn’t declare a secondary texture; the shader’s terrain_blend > 0 gate keeps it from being sampled in that case.

§normal_secondary_index: u32

Bindless-pool index for the secondary normal map (slope-shaded).

§emissive_map_index: u32

Bindless-pool index for the emissive map (0 = none). Mirrors MaterialUniforms::emissive_map_index.

§orm_map_index: u32

Bindless-pool index for the packed occlusion/roughness/metalness map (0 = none). Mirrors MaterialUniforms::orm_map_index.

§alpha_cutoff: f32

Alpha-cutout threshold in [0, 1]; 0 disables the test. Mirrors MaterialUniforms::alpha_cutoff.

§_pad: [f32; 3]

Rounds the record to a 16-byte multiple so an array of them keeps every model matrix 16-byte aligned.

Trait Implementations§

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impl Clone for GpuObjectData

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fn clone(&self) -> GpuObjectData

Returns a duplicate of the value. Read more
1.0.0 (const: unstable) · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Copy for GpuObjectData

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impl NoUninit for GpuObjectData

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