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Vulkan Schnee 0.0.1
High-performance rendering engine
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Go to the source code of this file.
Macros | |
| #define | DISPATCHER_BINDINGS(X) |
| Single source of truth for shader binding indices. These are expanded into C++ enums and GLSL #defines. | |
| #define | MESHLET_UNPACKING_DISPATCH_BINDINGS(X) |
| #define | MESHLET_CULLING_DISPATCH_BINDINGS(X) |
| #define | PRIMITIVE_BINNING_BINDINGS(X) |
| #define | MESHLET_UNPACKING_V2_BINDINGS(X) |
| #define | MESHLET_UNPACKING_BINDINGS(X) |
| Legacy meshlet unpacking bindings (deprecated) | |
| #define | PRIMITIVE_CULLING_BINDINGS(X) |
| #define | MESHLET_CULLING_BINDINGS(X) |
| #define | PREPARE_DRAW_BINDINGS(X) |
| #define | VS_BINNING_BINDINGS(X) |
| VS Binning Stage 1: Count visible instances per geometry type, allocate write offsets. | |
| #define | VS_INSTANCE_UNPACKING_BINDINGS(X) |
| VS Instance Unpacking Stage 2: Write primitive IDs to per-geometry bins. | |
| #define | VS_PREPARE_DRAW_BINDINGS(X) |
| VS Prepare Draw Stage 3: Generate one draw command per geometry type. | |
| #define | VS_PREFIX_SUM_BINDINGS(X) |
| VS Prefix Sum: Compute geometry offsets from instance counts. | |
| #define | CLUSTER_PREFIX_SUM_BINDINGS(X) |
| #define | CLUSTER_LOD_SELECTION_BINDINGS(X) |
| #define | GRAPHICS_BINDINGS(X) |
| #define CLUSTER_LOD_SELECTION_BINDINGS | ( | X | ) |
Stage 0.6: Cluster LOD Selection One thread per cluster, uses binary search + LOD selection
Definition at line 133 of file ShaderBindingsDef.hpp.
| #define CLUSTER_PREFIX_SUM_BINDINGS | ( | X | ) |
Stage 0.5: Cluster Prefix Sum Computes exclusive prefix sum of cluster counts for parallel LOD selection
Definition at line 124 of file ShaderBindingsDef.hpp.
| #define DISPATCHER_BINDINGS | ( | X | ) |
Single source of truth for shader binding indices. These are expanded into C++ enums and GLSL #defines.
Definition at line 13 of file ShaderBindingsDef.hpp.
| #define GRAPHICS_BINDINGS | ( | X | ) |
Definition at line 145 of file ShaderBindingsDef.hpp.
| #define MESHLET_CULLING_BINDINGS | ( | X | ) |
Definition at line 81 of file ShaderBindingsDef.hpp.
| #define MESHLET_CULLING_DISPATCH_BINDINGS | ( | X | ) |
Definition at line 22 of file ShaderBindingsDef.hpp.
| #define MESHLET_UNPACKING_BINDINGS | ( | X | ) |
Legacy meshlet unpacking bindings (deprecated)
Definition at line 51 of file ShaderBindingsDef.hpp.
| #define MESHLET_UNPACKING_DISPATCH_BINDINGS | ( | X | ) |
Definition at line 17 of file ShaderBindingsDef.hpp.
| #define MESHLET_UNPACKING_V2_BINDINGS | ( | X | ) |
Stage 2: Meshlet Unpacking Expands primitives into linearized meshlet indices per pipeline bin Extended with LOD cluster survivor count for combined processing
Definition at line 43 of file ShaderBindingsDef.hpp.
| #define PREPARE_DRAW_BINDINGS | ( | X | ) |
Definition at line 88 of file ShaderBindingsDef.hpp.
| #define PRIMITIVE_BINNING_BINDINGS | ( | X | ) |
Stage 1: Primitive Binning Allocator Counts meshlets per pipeline and allocates write offsets per primitive Extended with LOD cluster survivor processing
Definition at line 29 of file ShaderBindingsDef.hpp.
| #define PRIMITIVE_CULLING_BINDINGS | ( | X | ) |
Definition at line 57 of file ShaderBindingsDef.hpp.
| #define VS_BINNING_BINDINGS | ( | X | ) |
VS Binning Stage 1: Count visible instances per geometry type, allocate write offsets.
Definition at line 93 of file ShaderBindingsDef.hpp.
| #define VS_INSTANCE_UNPACKING_BINDINGS | ( | X | ) |
VS Instance Unpacking Stage 2: Write primitive IDs to per-geometry bins.
Definition at line 102 of file ShaderBindingsDef.hpp.
| #define VS_PREFIX_SUM_BINDINGS | ( | X | ) |
VS Prefix Sum: Compute geometry offsets from instance counts.
Definition at line 118 of file ShaderBindingsDef.hpp.
| #define VS_PREPARE_DRAW_BINDINGS | ( | X | ) |
VS Prepare Draw Stage 3: Generate one draw command per geometry type.
Definition at line 109 of file ShaderBindingsDef.hpp.