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Module types

Module types 

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Core data types, internal structs, and rendering contexts.

Structs§

EffectUniforms
Frustum
A frustum for visibility culling.
GeometryBuffers
Group of three GPU buffers used for geometry rendering: vertex, index, and instance. Owned by the renderer and used for every draw call.
GlassInstanceUniforms
Per-draw-call glass instance parameters. Passed as push constants (fast path, no buffer allocation) or via a dedicated bind group for per-element blur sampling.
GoldenImageComparator
Golden-image comparator for render output validation.
GoldenImageConfig
Configuration for golden-image comparison tests.
GoldenImageResult
Result of a golden-image comparison.
GpuParticle
A single GPU particle: 32 bytes matching the WGSL Particle struct layout. pos_vel: xy = position, zw = velocity. color_life: xyz = RGB color, w = remaining lifetime in seconds.
HeadlessContext
HeadlessContext – A rendering target for surface-less execution.
OffscreenBudget
Budget for offscreen render targets. Prevents OOM on mobile GPUs by enforcing a maximum number of concurrent offscreen targets and a maximum total pixel count.
OffscreenEffectConfig
ParticleSubsystem
Group of CPU-side state for the particle system.
ParticleUniforms
Per-frame uniforms for the particle compute shader. Host layout matches WGSL ParticleUniforms: dt plus padding to 32 bytes.
ShaderFeatureFlags
Shader feature flags that control permutation generation. Each enabled feature adds to the shader permutation count. Use specialization constants to reduce permutations.
SpatialCell
Spatial hash cell coordinates.
SpatialHash
Spatial hash for scene virtualization.
SvgAnimation
SvgModel
SvgModel – A collection of tessellated triangles representing a vector icon. Paths are stored as independent sub-models, each with its own vertex range and local transform, enabling per-path manipulation (e.g. in an SVG editor).
SvgPath
A single path within an SVG model, with its own vertex range and local transform. Multiple paths can share the same underlying vertex buffer but are drawn independently with different transforms.
SvgSubsystem
Group of caches and engines used for SVG rendering.
SvgTransform
A 2D affine transform for SVG path positioning.
TextSubsystem
Group of caches and engines used for text rendering.
ThermalConfig
Thermal monitoring configuration.

Enums§

EffectLod
Effect LOD (Level of Detail) based on active effect count. When many effects are stacked, reduces quality to maintain frame rate.
ThermalState
Device thermal state for quality scaling.