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ForwardPlusGpuResources

Struct ForwardPlusGpuResources 

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pub struct ForwardPlusGpuResources {
Show 16 fields pub light_buffer: Option<BufferId>, pub light_index_buffer: Option<BufferId>, pub light_grid_buffer: Option<BufferId>, pub tile_info_buffer: Option<BufferId>, pub culling_uniforms_buffer: Option<BufferId>, pub shadow_view_projs_buffer: Option<BufferId>, pub camera_layout: Option<BindGroupLayoutId>, pub model_layout: Option<BindGroupLayoutId>, pub material_layout: Option<BindGroupLayoutId>, pub lighting_layout: Option<BindGroupLayoutId>, pub culling_layout: Option<BindGroupLayoutId>, pub camera_ring: Option<UniformRingBuffer>, pub model_ring: Option<DynamicUniformRingBuffer>, pub culling_bind_group: Option<BindGroupId>, pub culling_pipeline: Option<ComputePipelineId>, pub render_pipeline: Option<RenderPipelineId>,
}
Expand description

GPU resource handles for the Forward+ compute pass.

These are created during lane initialization and used each frame for light culling and rendering.

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§light_buffer: Option<BufferId>

Buffer containing all GpuLight instances.

§light_index_buffer: Option<BufferId>

Buffer containing per-tile light index lists.

§light_grid_buffer: Option<BufferId>

Buffer containing (offset, count) pairs per tile.

§tile_info_buffer: Option<BufferId>

Buffer containing tile info for the fragment shader.

§culling_uniforms_buffer: Option<BufferId>

Uniform buffer for culling parameters.

§shadow_view_projs_buffer: Option<BufferId>

Storage buffer with per-light 2D shadow view-projection matrices, indexed identically to the light_buffer.

§camera_layout: Option<BindGroupLayoutId>

Bind group layout for Group 0 (Camera).

§model_layout: Option<BindGroupLayoutId>

Bind group layout for Group 1 (Model).

§material_layout: Option<BindGroupLayoutId>

Bind group layout for Group 2 (Material).

§lighting_layout: Option<BindGroupLayoutId>

Bind group layout for Group 3 — the lighting domain: light list, shadow atlases, per-tile culling results + shadow view-projs.

§culling_layout: Option<BindGroupLayoutId>

Bind group layout for Culling compute pass.

§camera_ring: Option<UniformRingBuffer>

Ring buffer for camera uniforms.

§model_ring: Option<DynamicUniformRingBuffer>

Ring buffer for model uniforms.

§culling_bind_group: Option<BindGroupId>

Bind group for the culling compute shader.

§culling_pipeline: Option<ComputePipelineId>

Compute pipeline for light culling.

§render_pipeline: Option<RenderPipelineId>

Render pipeline for the Forward+ pass.

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impl ForwardPlusGpuResources

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pub fn is_initialized(&self) -> bool

Returns true if all required resources are initialized.

Trait Implementations§

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impl Debug for ForwardPlusGpuResources

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

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

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fn default() -> ForwardPlusGpuResources

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

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