Expand description
Core data types, internal structs, and rendering contexts.
Structs§
- Effect
Uniforms - Frustum
- A frustum for visibility culling.
- Geometry
Buffers - Group of three GPU buffers used for geometry rendering: vertex, index, and instance. Owned by the renderer and used for every draw call.
- Glass
Instance Uniforms - 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.
- Golden
Image Comparator - Golden-image comparator for render output validation.
- Golden
Image Config - Configuration for golden-image comparison tests.
- Golden
Image Result - 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.
- Headless
Context - HeadlessContext – A rendering target for surface-less execution.
- Offscreen
Budget - 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.
- Offscreen
Effect Config - Particle
Subsystem - Group of CPU-side state for the particle system.
- Particle
Uniforms - Per-frame uniforms for the particle compute shader. Host layout matches WGSL ParticleUniforms: dt plus padding to 32 bytes.
- Shader
Feature Flags - Shader feature flags that control permutation generation. Each enabled feature adds to the shader permutation count. Use specialization constants to reduce permutations.
- Spatial
Cell - Spatial hash cell coordinates.
- Spatial
Hash - 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.
- Text
Subsystem - Group of caches and engines used for text rendering.
- Thermal
Config - Thermal monitoring configuration.
Enums§
- Effect
Lod - Effect LOD (Level of Detail) based on active effect count. When many effects are stacked, reduces quality to maintain frame rate.
- Thermal
State - Device thermal state for quality scaling.