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Attachment
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AttachmentMode
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Determines whether a texture is intended as an attachment, what sort, and whether to parallelize for frames in flight.
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BackgroundingResponseState
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Represents a strict cycle ensuring that any presentation resources (surface and swapchains) that exist or are being
created during the onset of app backgrounding on a mobile device are torn down/cancelled.
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BloomApplyStruct
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BloomDownSampleStruct
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BloomExtractStruct
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BloomUpSampleStruct
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BufferType
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The type of vulkan buffer being utilized.
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BufferWrapper
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Wraps a vulkan buffer and its metadata.
OPTIMIZATION: this is a struct to avoid reduce GC presence.
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ChromaticAberrationStruct
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ConcurrentCommandQueue
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A command queue that internally synchronizes use across multiple threads.
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Contour
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Slug GPU contour pipeline (analytic coverage via horizontal + vertical ray casting).
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ContourQuad
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A unit quad used for contour rendering.
Vertices are in [0,1] range so the vertex shader can map them directly to the bounding box via
bboxMin + position * bboxSize.
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CubeMap
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CubeMapClient
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Memoizes cube map loads (and may at some point potentially thread them).
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CubeMapGeometry
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Describes some cube map geometry that's loaded into VRAM.
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CubeMapKey
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The key identifying a cube map.
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CubeMapPipeline
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Describes a cube map pipeline that's loaded into GPU.
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CubeMapSurface
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Describes a renderable cube map surface.
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DepthOfFieldStruct
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DescriptorBinding
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Describes a binding for a resource descriptor (aka uniform).
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DescriptorSet
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Represents a generalized descriptor set for the purposes of Nu's vulkan renderer.
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DescriptorSet<'k>
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Represents a well-typed descriptor set for the purposes of Nu's vulkan renderer.
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DescriptorSetDefinition
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Represent a description a descriptor set.
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DescriptorSetDefinition<'k>
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Describes a descriptor set.
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DescriptorType
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The type of a resource descriptor.
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EnvironmentFilterPipeline
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Describes an environment filter pipeline that's loaded into GPU.
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EnvironmentFilterStruct
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Represents the environment filter data for a shader.
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EyeStruct
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Represents the eye data for a shader.
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FilterBloomApplyPipeline
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Describes a bloom apply filter pipeline that's loaded into GPU.
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FilterBloomDownSamplePipeline
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Describes a bloom down-sample filter pipeline that's loaded into GPU.
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FilterBloomExtractPipeline
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Describes a bloom extract filter pipeline that's loaded into GPU.
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FilterBloomUpSamplePipeline
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Describes a bloom up-sample filter pipeline that's loaded into GPU.
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FilterBoxPipeline
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Describes a box filter pipeline that's loaded into GPU.
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FilterChromaticAberrationPipeline
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Describes a chromatic aberration filter pipeline that's loaded into GPU.
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FilterDepthOfFieldPipeline
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Describes a depth-of-field filter pipeline that's loaded into GPU.
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FilterDownSamplePipeline
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Describes a down-sample filter pipeline that's loaded into GPU.
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FilterFxaaPipeline
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Describes an fxaa filter pipeline that's loaded into GPU.
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FilterGammaCorrectionPipeline
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Describes a gamma-correction filter pipeline that's loaded into GPU.
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FilterGaussianDofPipeline
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Describes a depth-of-field gaussian filter pipeline that's loaded into GPU.
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FilterGaussianEsmPipeline
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Describes an esm gaussian filter pipeline that's loaded into GPU.
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FilterToneMappingPipeline
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Describes a tone-mapping filter pipeline that's loaded into GPU.
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FilterUpSamplePipeline
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Describes an up-sample filter pipeline that's loaded into GPU.
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FxaaStruct
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GaussianDofStruct
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GaussianEsmStruct
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Hl
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High-level vulkan operations.
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ImageFormat
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ImageLayout
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An image layout in its access and pipeline stage context.
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LazyTexture
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A texture that can be loaded from another thread.
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Lighting2Struct
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LightingStruct
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LightMap (Module)
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LightMap (Type)
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A collection of maps consisting a light map.
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LightMapStruct
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LightsGeneralStruct
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LightStruct
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LoadOperation
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The load operation for render pass attachments.
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MipmapMode
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Determines whether a texture has mipmaps, and whether they are handled manually or automatically.
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PhysicalDevice
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A representation of a physical device and associated information.
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PhysicallyBased
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Physically-based rendering operations.
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PhysicallyBasedAttachments
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A set of physically-based attachments that support a given viewport.
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PhysicallyBasedDeferredAmbientPipeline
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Describes the ambient pass of a deferred physically-based pipeline that's loaded into GPU.
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PhysicallyBasedDeferredColoringPipeline
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Describes the coloring pass of a deferred physically-based pipeline that's loaded into GPU.
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PhysicallyBasedDeferredCompositionPipeline
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Describes the composition pass of a deferred physically-based pipeline that's loaded into GPU.
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PhysicallyBasedDeferredEnvironmentFilterPipeline
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Describes the environment filter pass of a deferred physically-based pipeline that's loaded into GPU.
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PhysicallyBasedDeferredFoggingPipeline
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Describes the fogging pass of a deferred physically-based pipeline that's loaded into GPU.
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PhysicallyBasedDeferredIrradiancePipeline
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Describes the irradiance pass of a deferred physically-based pipeline that's loaded into GPU.
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PhysicallyBasedDeferredLightingPipeline
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Describes the lighting pass of a deferred physically-based pipeline that's loaded into GPU.
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PhysicallyBasedDeferredLightMappingPipeline
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Describes the light mapping pass of a deferred physically-based pipeline that's loaded into GPU.
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PhysicallyBasedDeferredSsaoPipeline
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Describes the ssao pass of a deferred physically-based pipeline that's loaded into GPU.
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PhysicallyBasedDeferredTerrainPipeline
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Describes a physically-based deferred terrain pipeline that's loaded into GPU.
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PhysicallyBasedGeometry
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Describes some physically-based geometry that's loaded into VRAM.
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PhysicallyBasedLight
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A light inside a physically-based static model.
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PhysicallyBasedLightProbe
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A light probe inside a physically-based static model.
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PhysicallyBasedMaterial
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Describes a physically-based material.
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PhysicallyBasedMaterialProperties
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Describes the configurable properties of a physically-based material.
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PhysicallyBasedModel
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A physically-based model.
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PhysicallyBasedPart
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A part of a physically-based hierarchy.
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PhysicallyBasedPipeline
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Describes a physically-based pipeline that's loaded into GPU.
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PhysicallyBasedPipelines
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Physically-based pipelines.
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PhysicallyBasedSceneClient
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Memoizes physically-based scene loads.
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PhysicallyBasedShadowPipeline
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Describes a physically-based depth pipeline that's loaded into GPU.
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PhysicallyBasedSurface
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Describes a renderable physically-based surface.
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PhysicallyBasedSurfaceFns
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Physically-based surface operations.
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Pipeline
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An abstraction of a rendering pipeline.
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PixelFormat
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The pixel format of an image.
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PushConstant
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Describes a push constant.
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Sampler
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ShaderStage
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A shader stage or combination.
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ShadowFragStruct
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ShadowVertStruct
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ShapeGPU
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Per-shape data uploaded to the GPU uniform buffer.
Layout matches the GLSL std430 layout in Contour.vert/frag:
mat4 MVP (64B), vec4 color (16B), uint curveCount (4B), uint flags (4B),
uint hBands (4B), uint vBands (4B), vec2 bboxMin (8B), vec2 bboxSize (8B),
vec4 bandTransform (16B) = 128B.
The vertex shader maps a [0,1] unit quad to [bboxMin, bboxMin+bboxSize].
Flags bit layout (must match Contour.frag):
bit 0: fillMode (0=NonZero, 1=EvenOdd)
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SkyBox
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SkyBoxPipeline
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Describes a sky box pipeline that's loaded into GPU.
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SkyBoxStruct
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SpriteBatch
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SpriteBatchEnv
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The environment that contains the internal state required for batching sprites.
TODO: P1: consider altering the representation of batched vertex data so that all the vertex data can be uploaded
with a single driver call.
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SpriteBatchState
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The state of a sprite batch.
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SpriteFragStruct
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|
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SpriteSingleton
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Single sprite operations.
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SpriteStruct
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SpriteVertStruct
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SsaoStruct
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Surface
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The state of the program's OS-provided rendering surface.
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Swapchain
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A swapchain and its assets that may be refreshed for a different screen size.
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SwapchainWrapper
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A wrapper for a vulkan swapchain and its assets.
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TerrainFragStruct
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Texture
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TextureClient
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Memoizes and optionally threads texture loads.
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TextureCompression
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The compression to use for a texture, if any.
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TextureData
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Describes data loaded from a texture.
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TextureDumpster
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A container for textures to be destroyed once their frame has executed.
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|
TextureInternal
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An internal representation of a texture as managed by Vulkan.
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TextureLoadThread
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The thread on which a texture is loaded.
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TextureMetadata
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A Vulkan texture's metadata.
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|
TextureServer
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Populate the vulkan textures and handles of lazy textures in a threaded manner.
TODO: abstract this to interface that can represent either inline or threaded implementation.
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TextureType
|
Determines how a texture is configured based on intended usage.
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TextureWrapper
|
Wraps a vulkan texture in the various ways that vulkan provides.
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ToneMappingStruct
|
|
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VertexAttribFormat
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The format of a vertex attribute.
|
|
VertexAttribute
|
Describes a vertex attribute in the context of a vertex binding.
|
|
VertexBinding
|
Describes a binding for a vertex and its attributes.
|
|
ViewProjectionStruct
|
|
|
Vulkan
|
|
|
VulkanBlend
|
A blend setting for a Vulkan pipeline.
NOTE: this type's name is prefixed with "Vulkan" in order to reliably disambiguate it from Nu.Blend.
|
|
VulkanBuffer
|
Represents a dynamically growing multibuffer with parallel underlying vulkan buffers. Maintains an internal
cursor that selects the currently active buffer, which is reset via beginFrame and advanced to the next vulkan
buffer with advance. Automatically resizes when usage exceeds its capacity and creates additional buffers when
the cursor moves beyond current capacity. This type is intended for transient or frequently updated GPU data
such as storage data, uniform data, and streaming data.
NOTE: this type's name is prefixed with "Vulkan" in order to reliably disambiguate it from System.Buffer.
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VulkanContext
|
Exposes the vulkan handles that must be globally accessible within the renderer.
TODO: P1: group fields / properties by role rather than type.
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