Expand description
GPU particle rendering bridge — renders particles directly from compute SSBO using indirect draw, with zero CPU readback.
The render pipeline reads from the SSBO that was written by particle_update.comp
and draws instanced quads (one per alive particle) using the standard glyph
vertex format. The indirect draw buffer’s instance count is written by the
compute shader, so the CPU never needs to know how many particles are alive.
Structs§
- Depth
Layer Config - Configuration for rendering particles across multiple depth layers.
- Particle
Render Config - Configuration for GPU particle rendering.
- Particle
Render Instance - Per-particle data extracted from the SSBO for rendering.
Enums§
- Particle
LodTier - LOD tier for particle rendering based on camera distance.
Constants§
- PARTICLE_
FRAG_ SRC - Fragment shader for GPU particles.
- PARTICLE_
VERT_ SRC - Vertex shader that reads particle data from SSBO and renders instanced quads.
Functions§
- extract_
render_ instances - Extract render instances from a CPU-side particle buffer.
- sort_
instances_ back_ to_ front - Sort render instances back-to-front relative to the camera position.