Expand description
GPU Compute Pipeline for Proof Engine.
Abstracts over GPU compute shaders for:
- 100K+ particle simulation (position/velocity integration on GPU)
- Compute shader dispatch with SSBO (Shader Storage Buffer Objects)
- Double-buffered state for ping-pong GPU updates
- Indirect draw command generation from compute results
- GPU particle sorting (bitonic sort compute shader)
- Force field evaluation on the GPU
- Fluid simulation compute passes
Structs§
- Buffer
Id - Compute
Pass Desc - Descriptor for a single compute dispatch pass.
- Compute
Pass Id - Compute
Pipeline - Manages a set of compute passes as a pipeline.
- Compute
Presets - GpuAttractor
- GpuBuffer
Desc - GpuParticle
- CPU-side mirror of the GPU particle struct.
#[repr(C)]to match GLSL std430 layout. - GpuParticle
System - Complete GPU particle system configuration and state.
- Indirect
Draw Command - Pipeline
Id - Resource
Handle - Resource handle used by render_graph.rs.
Enums§
Constants§
- BITONIC_
SORT_ GLSL - Bitonic sort for GPU particle depth ordering.
- FLUID_
ADVECT_ GLSL - Fluid simulation velocity advection compute pass.
- PARTICLE_
COUNT_ GLSL - Indirect draw generation — count alive particles and build draw command.
- PARTICLE_
EMIT_ GLSL - Particle emit compute shader — spawns new particles from dead list.
- PARTICLE_
INTEGRATE_ GLSL - Particle integration compute shader (GLSL 4.30+).