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Bindings

view

#

globals

#
@group(0)
@binding(1)
var<uniform> globals: Globals

gaussian_uniforms

#

points

#
Used by 1 shader in bevy_gaussian_splatting 3.0.0
Active when
PACKED_F32 AND READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read_write> points: array<Gaussian>
Active when
PACKED_F32 AND !READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read> points: array<Gaussian>

position_visibility

#
Active when
PLANAR_F32 AND READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read_write> position_visibility: array<vec4<f32>>
Active when
PLANAR_F32 AND !READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read> position_visibility: array<vec4<f32>>
Active when
PLANAR_F16 AND READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read_write> position_visibility: array<vec4<f32>>
Active when
PLANAR_F16 AND !READ_WRITE_POINTS
@group(2)
@binding(0)
var<storage, read> position_visibility: array<vec4<f32>>
Active when
PLANAR_TEXTURE_F16
@group(2)
@binding(0)
var position_visibility: texture_2d<f32>
Active when
PLANAR_TEXTURE_F32
@group(2)
@binding(0)
var position_visibility: texture_2d<f32>

spherical_harmonics

#
Active when
PLANAR_F32
@group(2)
@binding(1)
var<storage, read> spherical_harmonics: array<array<f32, #{SH_COEFF_COUNT}>>
Active when
PLANAR_F16
@group(2)
@binding(1)
var<storage, read> spherical_harmonics: array<array<u32, #{HALF_SH_COEFF_COUNT}>>
Active when
PLANAR_TEXTURE_F16
@group(2)
@binding(1)
var spherical_harmonics: texture_2d<u32>
Active when
!PLANAR_TEXTURE_F16
@group(2)
@binding(1)
var spherical_harmonics: texture_2d_array<u32>
Active when
PLANAR_TEXTURE_F32
@group(2)
@binding(1)
var spherical_harmonics: texture_2d<f32>
Active when
!PLANAR_TEXTURE_F32
@group(2)
@binding(1)
var spherical_harmonics: texture_2d_array<f32>

covariance_3d_opacity

#
Active when
PLANAR_F32 AND PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var<storage, read> covariance_3d_opacity: array<array<f32, 8>>
Active when
PLANAR_F16 AND PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var<storage, read> covariance_3d_opacity: array<vec4<u32>>
Active when
PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var covariance_3d_opacity: texture_2d<u32>

rotation

#
Active when
PLANAR_F32 AND !PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var<storage, read> rotation: array<vec4<f32>>

scale_opacity

#
Active when
PLANAR_F32 AND !PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(3)
var<storage, read> scale_opacity: array<vec4<f32>>

rotation_scale_opacity

#
Active when
PLANAR_F16 AND !PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var<storage, read> rotation_scale_opacity: array<vec4<u32>>
Active when
!PRECOMPUTE_COVARIANCE_3D
@group(2)
@binding(2)
var rotation_scale_opacity: texture_2d<u32>
@group(2)
@binding(2)
var rotation_scale_opacity: texture_2d<f32>

Structures

GaussianUniforms

#
struct GaussianUniforms {
transform: mat4x4<f32>,
global_opacity: f32,
global_scale: f32,
count: u32,
count_root_ceil: u32,
}

Gaussian

#
struct Gaussian {
@location(0)
rotation: vec4<f32>, PACKED_F32
@location(1)
position_visibility: vec4<f32>, PACKED_F32
@location(2)
scale_opacity: vec4<f32>, PACKED_F32
sh: array<f32, #{SH_COEFF_COUNT}>, PACKED_F32
}

DrawIndirect

#
Used by 1 shader in bevy_gaussian_splatting 3.0.0
struct DrawIndirect {
vertex_count: u32,
instance_count: atomic<u32>,
base_vertex: u32,
base_instance: u32,
}

Entry

#
struct Entry {
key: u32,
value: u32,
}
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