concinnity-device 0.19.53

GPU backends (Metal, Vulkan, DirectX) behind a device facade for Concinnity
//! Post-process effects for the D3D12 backend, each owning pipeline + targets +
//! per-frame encoder co-located in one file:
//!
//!   bloom.rs    prefilter + downsample + additive upsample
//!   gbuffer.rs  unified normal+depth / roughness / velocity MRT pre-pass
//!   taa.rs    velocity pre-pass + history-resolve
//!   ssao.rs   GTAO depth+normal pre-pass + horizon kernel + depth-aware blur
//!   ssr.rs    depth+normal+roughness pre-pass + fullscreen ray-march resolve
//!   ssgi.rs   hemisphere-gather + depth-aware blur over the SSR pre-pass G-buffer
//!
//! Mirrors src/metal/post/ (same per-effect file shape).

pub(in crate::directx) mod bloom;
pub(in crate::directx) mod fullscreen;
pub(in crate::directx) mod gbuffer;
pub(in crate::directx) mod reflection_composite;
pub(in crate::directx) mod rt_reflections;
pub(in crate::directx) mod ssao;
pub(in crate::directx) mod ssgi;
pub(in crate::directx) mod ssr;
pub(in crate::directx) mod taa;

pub(in crate::directx) mod descriptors;
pub(in crate::directx) mod post_device;
pub(in crate::directx) mod upscale;