pub struct SystemTextures {
pub white_2d: Tracked<TextureView>,
pub black_2d: Tracked<TextureView>,
pub transparent_2d: Tracked<TextureView>,
pub normal_2d: Tracked<TextureView>,
pub black_cube: Tracked<TextureView>,
pub white_r8: Tracked<TextureView>,
pub black_hdr: Tracked<TextureView>,
pub depth_d2array: Tracked<TextureView>,
pub screen_layout: Tracked<BindGroupLayout>,
pub screen_sampler: Tracked<Sampler>,
pub shadow_compare_sampler: Tracked<Sampler>,
}Expand description
Global system fallback texture pool and Group 3 bind-group infrastructure.
Created once during renderer initialisation and shared (by reference) with all render-graph contexts. All textures are 1×1 (or 1×1×6 for cubes) and never mutated after creation.
Fields§
§white_2d: Tracked<TextureView>1×1 RGBA8 [255,255,255,255] — multiplicative identity.
black_2d: Tracked<TextureView>1×1 RGBA8 [0,0,0,255] — additive identity.
transparent_2d: Tracked<TextureView>1×1 RGBA8 [0,0,0,0] — fully transparent / no contribution.
normal_2d: Tracked<TextureView>1×1 RGBA8 [128,128,255,255] — default tangent-space normal (+Z).
black_cube: Tracked<TextureView>1×1×6 RGBA8 all-black cube map — empty environment / IBL.
white_r8: Tracked<TextureView>1×1 R8Unorm [255] — SSAO fallback (AO = 1.0, fully lit).
black_hdr: Tracked<TextureView>1×1 Rgba16Float zero — HDR transmission fallback.
depth_d2array: Tracked<TextureView>1×1 Depth32Float D2Array — shadow map fallback.
screen_layout: Tracked<BindGroupLayout>BindGroupLayout for Group 3 (transmission, SSAO, shadow).
screen_sampler: Tracked<Sampler>Linear-clamp sampler shared by transmission / SSAO sampling.
shadow_compare_sampler: Tracked<Sampler>LessEqual comparison sampler for PCF shadow sampling.