Expand description
Core data types, internal structs, and rendering contexts.
Re-exports§
pub use budget::OffscreenBudget;pub use golden::GoldenImageComparator;pub use golden::GoldenImageConfig;pub use golden::GoldenImageResult;pub use lod::EffectLod;pub use shader_features::ShaderFeatureFlags;pub use thermal::ThermalConfig;pub use thermal::ThermalState;pub use virtualization::Frustum;pub use virtualization::SpatialCell;pub use virtualization::SpatialHash;
Modules§
Structs§
- Effect
Uniforms - 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.
- 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
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.
- 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.