Expand description
The #[repr(C)] blocks the CPU uploads into the single-source .slang
shaders, declared once for every backend (see uniforms/mod.rs).
Re-exports§
pub use bindless::BINDLESS_POOL_SIZE;pub use geometry::DecalParams;pub use geometry::DecalView;pub use geometry::GpuParticle;pub use geometry::LineView;pub use geometry::ParticleView;pub use geometry::SkinParams;pub use post::AutoExposureParams;pub use post::HizParams;pub use post::TaaParams;pub use probe::MAX_PROBES;pub use probe::ProbeSet;pub use probe::ProbeUniforms;pub use transparent::GlassMeshParams;pub use transparent::GlassParams;pub use transparent::TransparentView;pub use transparent::WATER_MAX_WAVES;pub use transparent::WaterParams;pub use transparent::WaterWaveGpu;pub use view::GBufferModel;pub use view::GBufferView;pub use view::ViewUniforms;
Modules§
- bindless
- The bindless texture pool’s capacity, shared by every backend that declares the pool as a fixed-size array.
- geometry
- The passes that draw their own geometry into the main target: projected decals, world-space lines, and the GPU particle system.
- post
- The small parameter blocks the fullscreen post passes and the two compute helpers that feed them take.
- probe
- The reflection-probe set the forward, SSR and ray-traced resolves all read.
Matches
ProbeUniforms/ProbeSetinshaders/probe_types.slang, whoseMAX_PROBESis baked in from the constant below. - transparent
- What the transparent pass binds: the shared per-frame view block, and the per-record tunables of its producers – glass panes, see-through glass meshes, and water surfaces.
- view
- The camera blocks: what the forward pass and the G-buffer pre-pass need to place a fragment, and the per-draw model pair the pre-pass differentiates for motion vectors.