Runtime/Rendering/Public/RendererCore.h file

Classes

struct FrameSync
struct RendererWindowCommand
struct ExtraWindowTarget
struct GpuSlabFieldDesc
struct SlabFieldUploadInfo
template<typename Derived>
class RendererCore
struct RendererCore::UICapture
What a UI capture gives back: the main window's document drawn alone over black.

Enums

enum class GpuSlabTier: uint8_t { Temporal, Volatile }
enum class GpuSlabKind: uint8_t { SimFloat, RawU32, EntityIndex }

Functions

auto GpuEntityCount(const EngineConfig& config) -> uint32_t
auto GpuEntityCapacity(const EngineConfig& config) -> uint32_t

Variables

static int MaxFramesInFlight constexpr
static int InstanceBufferCount constexpr

Function documentation

uint32_t GpuEntityCount(const EngineConfig& config)

Entities the GPU works on: the renderable arena only (RENDER + DUAL, rows [0, MAX_RENDERABLE_ENTITIES)). PHYS and LOGIC entities have no visual; they are never uploaded and no pass visits them.

uint32_t GpuEntityCapacity(const EngineConfig& config)

Rows in every per-entity GPU buffer, and the stride between SoA fields: GpuEntityCount padded to a 64-entity word, so 8-wide uploads and 64-wide dispatches never run off the end.