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concinnity_render/directx/
mod.rs

1// src/directx/mod.rs
2//
3// GPU-free, CPU-side pieces of the DirectX backend: the repr(C) uniform structs
4// mirrored in the HLSL shaders (cbuffer / root-constant layouts), the
5// reflection-probe uniforms, and the per-pass GPU-timing slot arithmetic. None
6// of these touch a D3D12 device or command list, and they are unit-tested
7// without a GPU. They live in concinnity-render (not the excluded
8// concinnity-device crate) and are compiled unconditionally, so their layout
9// tests run on every platform's CI and count toward coverage. The DirectX
10// backend re-exports them under `directx` so it keeps its existing
11// `pass_timing` / `uniforms` paths.
12
13pub mod pass_timing;
14pub mod uniforms;