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.