AdjacencyGpu

Struct AdjacencyGpu 

Source
pub struct AdjacencyGpu {
    pub buffer: Buffer,
    pub max_neighbors: u32,
    pub radius: f32,
    /* private fields */
}
Expand description

GPU resources for adjacency buffer management.

Fields§

§buffer: Buffer

The adjacency buffer. Layout per particle: [count: u32, neighbor_indices: array<u32, max_neighbors>] Total stride: (1 + max_neighbors) * 4 bytes

§max_neighbors: u32

Maximum neighbors per particle.

§radius: f32

Radius for neighbor detection.

Implementations§

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impl AdjacencyGpu

Source

pub fn new( device: &Device, particle_buffer: &Buffer, spatial: &SpatialGpu, num_particles: u32, max_neighbors: u32, radius: f32, particle_stride: usize, ) -> Self

Create a new adjacency buffer system.

§Arguments
  • device - The wgpu device
  • particle_buffer - Buffer containing particle data
  • spatial - Spatial hashing system for neighbor queries
  • num_particles - Number of particles
  • max_neighbors - Maximum neighbors to store per particle
  • radius - Radius for neighbor detection
  • particle_stride - Byte stride of each particle in the buffer
Source

pub fn execute(&self, encoder: &mut CommandEncoder)

Execute the adjacency computation pass.

This should be called after spatial hashing is executed but before the main particle compute shader.

Source

pub fn stride_u32(&self) -> u32

Get the stride (in u32s) for each particle’s adjacency data.

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