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bindings.wgsl

Import path

Bindings

view

#
@group(0)
@binding(0)
var<uniform> view: View

globals

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

previous_view_uniforms

#
@group(0)
@binding(2)
var<uniform> previous_view_uniforms: PreviousViewUniforms

visibility_ranges

#
@group(0)
@binding(14)
var<storage> visibility_ranges: array<vec4<f32>>

gaussian_uniforms

#
@group(1)
@binding(0)
var<uniform> gaussian_uniforms: GaussianUniforms

points

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PACKED_F32, 🟢 READ_WRITE_POINTS

@group(2)
@binding(0)
var<storage, read_write> points: array<Gaussian>

points

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PACKED_F32, šŸ”“ READ_WRITE_POINTS

@group(2)
@binding(0)
var<storage, read> points: array<Gaussian>

rhs_points

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP, 🟢 READ_WRITE_POINTS

@group(3)
@binding(0)
var<storage, read_write> rhs_points: array<Gaussian>

rhs_points

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ READ_WRITE_POINTS

@group(3)
@binding(0)
var<storage, read> rhs_points: array<Gaussian>

out_points

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PACKED_F32, 🟢 BINARY_GAUSSIAN_OP

@group(4)
@binding(0)
var<storage, read_write> out_points: array<Gaussian>

position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 READ_WRITE_POINTS

@group(2)
@binding(0)
var<storage, read_write> position_visibility: array<vec4<f32>>

position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, šŸ”“ READ_WRITE_POINTS

@group(2)
@binding(0)
var<storage, read> position_visibility: array<vec4<f32>>

spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32

@group(2)
@binding(1)
var<storage, read> spherical_harmonics: f32

rhs_position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP, 🟢 READ_WRITE_POINTS

@group(3)
@binding(0)
var<storage, read_write> rhs_position_visibility: array<vec4<f32>>

rhs_position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ READ_WRITE_POINTS

@group(3)
@binding(0)
var<storage, read> rhs_position_visibility: array<vec4<f32>>

rhs_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(1)
var<storage, read> rhs_spherical_harmonics: f32

rhs_covariance_3d_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP, 🟢 PRECOMPUTE_COVARIANCE_3D

@group(3)
@binding(2)
var<storage, read> rhs_covariance_3d_opacity: array<array<f32, 8>>

rhs_rotation

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(3)
@binding(2)
var<storage, read> rhs_rotation: array<vec4<f32>>

rhs_scale_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(3)
@binding(3)
var<storage, read> rhs_scale_opacity: array<vec4<f32>>

out_position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

@group(4)
@binding(0)
var<storage, read_write> out_position_visibility: array<vec4<f32>>

out_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

@group(4)
@binding(1)
var<storage, read_write> out_spherical_harmonics: f32

out_covariance_3d_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP, 🟢 PRECOMPUTE_COVARIANCE_3D

@group(4)
@binding(2)
var<storage, read_write> out_covariance_3d_opacity: array<array<f32, 8>>

out_rotation

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(4)
@binding(2)
var<storage, read_write> out_rotation: array<vec4<f32>>

out_scale_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(4)
@binding(3)
var<storage, read_write> out_scale_opacity: array<vec4<f32>>

covariance_3d_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, 🟢 PRECOMPUTE_COVARIANCE_3D

@group(2)
@binding(2)
var<storage, read> covariance_3d_opacity: array<array<f32, 8>>

rotation

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(2)
@binding(2)
var<storage, read> rotation: array<vec4<f32>>

scale_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F32, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(2)
@binding(3)
var<storage, read> scale_opacity: array<vec4<f32>>

position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 READ_WRITE_POINTS

@group(2)
@binding(0)
var<storage, read_write> position_visibility: array<vec4<f32>>

position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, šŸ”“ READ_WRITE_POINTS

@group(2)
@binding(0)
var<storage, read> position_visibility: array<vec4<f32>>

spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16

@group(2)
@binding(1)
var<storage, read> spherical_harmonics: u32

rhs_position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, 🟢 READ_WRITE_POINTS

@group(3)
@binding(0)
var<storage, read_write> rhs_position_visibility: array<vec4<f32>>

rhs_position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ READ_WRITE_POINTS

@group(3)
@binding(0)
var<storage, read> rhs_position_visibility: array<vec4<f32>>

rhs_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(1)
var<storage, read> rhs_spherical_harmonics: u32

rhs_covariance_3d_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, 🟢 PRECOMPUTE_COVARIANCE_3D

@group(3)
@binding(2)
var<storage, read> rhs_covariance_3d_opacity: array<vec4<u32>>

rhs_rotation_scale_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(3)
@binding(2)
var<storage, read> rhs_rotation_scale_opacity: array<vec4<u32>>

out_position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

@group(4)
@binding(0)
var<storage, read_write> out_position_visibility: array<vec4<f32>>

out_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP

@group(4)
@binding(1)
var<storage, read_write> out_spherical_harmonics: u32

out_covariance_3d_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, 🟢 PRECOMPUTE_COVARIANCE_3D

@group(4)
@binding(2)
var<storage, read_write> out_covariance_3d_opacity: array<vec4<u32>>

out_rotation_scale_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 BINARY_GAUSSIAN_OP, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(4)
@binding(2)
var<storage, read_write> out_rotation_scale_opacity: array<vec4<u32>>

covariance_3d_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, 🟢 PRECOMPUTE_COVARIANCE_3D

@group(2)
@binding(2)
var<storage, read> covariance_3d_opacity: array<vec4<u32>>

rotation_scale_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_F16, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(2)
@binding(2)
var<storage, read> rotation_scale_opacity: array<vec4<u32>>

position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_TEXTURE_F16

@group(2)
@binding(0)
var position_visibility: texture_2d<f32>

spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PLANAR_TEXTURE_F16

@group(2)
@binding(1)
var spherical_harmonics: texture_2d<u32>

spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PLANAR_TEXTURE_F16

@group(2)
@binding(1)
var spherical_harmonics: texture_2d_array<u32>

covariance_3d_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PRECOMPUTE_COVARIANCE_3D

@group(2)
@binding(2)
var covariance_3d_opacity: texture_2d<u32>

rotation_scale_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(2)
@binding(2)
var rotation_scale_opacity: texture_2d<u32>

rhs_position_visibility

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(0)
var rhs_position_visibility: texture_2d<f32>

rhs_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(1)
var rhs_spherical_harmonics: texture_2d<u32>

rhs_spherical_harmonics

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ BINARY_GAUSSIAN_OP

@group(3)
@binding(1)
var rhs_spherical_harmonics: texture_2d_array<u32>

rhs_covariance_3d_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PRECOMPUTE_COVARIANCE_3D

@group(3)
@binding(2)
var rhs_covariance_3d_opacity: texture_2d<u32>

rhs_rotation_scale_opacity

#

Shader defs requirments:

🟢 GAUSSIAN_3D_STRUCTURE, šŸ”“ PRECOMPUTE_COVARIANCE_3D

@group(3)
@binding(2)
var rhs_rotation_scale_opacity: texture_2d<u32>

position_visibility

#

Shader defs requirments:

🟢 PLANAR_TEXTURE_F32

@group(2)
@binding(0)
var position_visibility: texture_2d<f32>

spherical_harmonics

#

Shader defs requirments:

🟢 PLANAR_TEXTURE_F32

@group(2)
@binding(1)
var spherical_harmonics: texture_2d<f32>

spherical_harmonics

#

Shader defs requirments:

šŸ”“ PLANAR_TEXTURE_F32

@group(2)
@binding(1)
var spherical_harmonics: texture_2d_array<f32>

rotation_scale_opacity

#
@group(2)
@binding(2)
var rotation_scale_opacity: texture_2d<f32>

rhs_position_visibility

#

Shader defs requirments:

🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(0)
var rhs_position_visibility: texture_2d<f32>

rhs_spherical_harmonics

#

Shader defs requirments:

🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(1)
var rhs_spherical_harmonics: texture_2d<f32>

rhs_spherical_harmonics

#

Shader defs requirments:

šŸ”“ BINARY_GAUSSIAN_OP

@group(3)
@binding(1)
var rhs_spherical_harmonics: texture_2d_array<f32>

rhs_rotation_scale_opacity

#
@group(3)
@binding(2)
var rhs_rotation_scale_opacity: texture_2d<f32>

position_visibility

#

Shader defs requirments:

🟢 PLANAR_F32, 🟢 READ_WRITE_POINTS

@group(2)
@binding(0)
var<storage, read_write> position_visibility: array<vec4<f32>>

position_visibility

#

Shader defs requirments:

🟢 PLANAR_F32, šŸ”“ READ_WRITE_POINTS

@group(2)
@binding(0)
var<storage, read> position_visibility: array<vec4<f32>>

spherindrical_harmonics

#

Shader defs requirments:

🟢 PLANAR_F32

@group(2)
@binding(1)
var<storage, read> spherindrical_harmonics: f32

isotropic_rotations

#

Shader defs requirments:

🟢 PLANAR_F32

@group(2)
@binding(2)
var<storage, read> isotropic_rotations: array<array<f32, 8>>

scale_opacity

#

Shader defs requirments:

🟢 PLANAR_F32

@group(2)
@binding(3)
var<storage, read> scale_opacity: array<vec4<f32>>

timestamp_timescale

#

Shader defs requirments:

🟢 PLANAR_F32

@group(2)
@binding(4)
var<storage, read> timestamp_timescale: array<vec4<f32>>

rhs_position_visibility

#

Shader defs requirments:

🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(0)
var<storage, read> rhs_position_visibility: array<vec4<f32>>

rhs_spherindrical_harmonics

#

Shader defs requirments:

🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(1)
var<storage, read> rhs_spherindrical_harmonics: f32

rhs_isotropic_rotations

#

Shader defs requirments:

🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(2)
var<storage, read> rhs_isotropic_rotations: array<array<f32, 8>>

rhs_scale_opacity

#

Shader defs requirments:

🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(3)
var<storage, read> rhs_scale_opacity: array<vec4<f32>>

rhs_timestamp_timescale

#

Shader defs requirments:

🟢 PLANAR_F32, 🟢 BINARY_GAUSSIAN_OP

@group(3)
@binding(4)
var<storage, read> rhs_timestamp_timescale: array<vec4<f32>>

Structures

GaussianUniforms

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

Gaussian

#
struct Gaussian {
@location(0)
rotation: vec4<f32> , 🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PACKED_F32
@location(1)
position_visibility: vec4<f32> , 🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PACKED_F32
@location(2)
scale_opacity: vec4<f32> , 🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PACKED_F32
sh: array , 🟢 GAUSSIAN_3D_STRUCTURE, 🟢 PACKED_F32
}

DrawIndirect

#
struct DrawIndirect {
vertex_count: u32 ,
instance_count: atomic<u32> ,
base_vertex: u32 ,
base_instance: u32 ,
}

Entry

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