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RenderPath

Enum RenderPath 

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pub enum RenderPath {
    BasicForward,
    HighFidelity,
}
Expand description

Determines the pipeline topology — which render passes are assembled, whether HDR intermediates are allocated, and which post-processing chain is available.

Anti-aliasing is configured independently via [RendererSettings::aa_mode], keeping rasterization state orthogonal to topology selection.

§Path Comparison

CapabilityBasicForwardHighFidelity
Hardware MSAA✅ (configurable)✅ (configurable)
HDR render targets
Bloom
Tone Mapping
FXAA (post-process AA)
TAA
Depth-Normal Prepass✅ (auto-skipped w/ MSAA)
SSAO
SSSS

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BasicForward

Lightweight forward rendering pipeline.

Renders the scene directly to the surface (or an LDR intermediate when MSAA is active). No HDR render targets, no bloom, no tone mapping.

Best suited for:

  • Low-end / mobile devices
  • Simple 3D or 2D/UI scenes that do not need advanced lighting
  • Scenarios where hardware MSAA is preferred over post-process AA
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HighFidelity

High-fidelity hybrid rendering pipeline.

Uses HDR floating-point render targets and a full post-processing chain (Bloom → Tone Mapping → FXAA / TAA). When MSAA is enabled via AntiAliasingMode::MSAA, scene-drawing passes render into multi-sampled intermediates that are resolved at the appropriate pipeline stages.

Includes Depth-Normal Prepass (auto-managed), SSAO, SSSS, and TAA.

Best suited for:

  • Desktop / high-end mobile with modern GPUs
  • PBR scenes requiring physically-correct lighting and effects
  • Any application that benefits from bloom, tone mapping, or SSAO

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impl RenderPath

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pub fn supports_post_processing(&self) -> bool

Returns true when this path enables post-processing (HDR targets, bloom, tone mapping, FXAA, etc.).

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pub fn requires_z_prepass(&self) -> bool

Returns true when this path supports a depth-normal prepass.

When hardware MSAA is enabled, the prepass Early-Z benefit is lost for the main scene draw; the prepass may still be scheduled to supply depth/normals to SSAO and SSSS.

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pub fn main_color_format(&self, surface_format: TextureFormat) -> TextureFormat

Returns the main color attachment format for scene rendering.

Trait Implementations§

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impl Clone for RenderPath

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fn clone(&self) -> RenderPath

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for RenderPath

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fn fmt(&self, f: &mut Formatter<'_>) -> Result<(), Error>

Formats the value using the given formatter. Read more
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impl Default for RenderPath

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fn default() -> RenderPath

Returns the “default value” for a type. Read more
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impl Hash for RenderPath

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fn hash<__H>(&self, state: &mut __H)
where __H: Hasher,

Feeds this value into the given Hasher. Read more
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fn hash_slice<H>(data: &[Self], state: &mut H)
where H: Hasher, Self: Sized,

Feeds a slice of this type into the given Hasher. Read more
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impl PartialEq for RenderPath

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fn eq(&self, other: &RenderPath) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl Copy for RenderPath

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impl Eq for RenderPath

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impl StructuralPartialEq for RenderPath

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