14 #define BINDING_ENUM_ENTRY(name, value) name = value,
136 #undef BINDING_ENUM_ENTRY
#define BINDING_ENUM_ENTRY(name, value)
#define PREPARE_DRAW_BINDINGS(X)
#define PRIMITIVE_BINNING_BINDINGS(X)
#define MESHLET_UNPACKING_V2_BINDINGS(X)
#define HIZ_CULLING_BINDINGS(X)
#define VS_BINNING_BINDINGS(X)
VS Binning Stage 1: Count visible instances per geometry type, allocate write offsets.
#define DISPATCHER_BINDINGS(X)
Single source of truth for shader binding indices. These are expanded into C++ enums and GLSL defines...
#define HIZ_GENERATION_BINDINGS(X)
Hi-Z Generation bindings.
#define MESHLET_UNPACKING_BINDINGS(X)
Legacy meshlet unpacking bindings (deprecated)
#define GRAPHICS_BINDINGS(X)
#define MESHLET_CULLING_DISPATCH_BINDINGS(X)
#define MESHLET_CULLING_BINDINGS(X)
#define VS_INSTANCE_UNPACKING_BINDINGS(X)
VS Instance Unpacking Stage 2: Write primitive IDs to per-geometry bins.
#define PRIMITIVE_CULLING_BINDINGS(X)
#define VS_PREPARE_DRAW_BINDINGS(X)
VS Prepare Draw Stage 3: Generate one draw command per geometry type.
#define MESHLET_UNPACKING_DISPATCH_BINDINGS(X)
C++ side enum definitions for shader bindings, generated from X-macros.