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Bindings

view_output

#
@group(1)
@binding(0)
var view_output: texture_storage_2d<rgba16float, read_write>

light_tile_samples

#
@group(1)
@binding(1)
var<storage, read_write> light_tile_samples: array<LightSample>

light_tile_resolved_samples

#
@group(1)
@binding(2)
var<storage, read_write> light_tile_resolved_samples: array<ResolvedLightSamplePacked>

di_reservoirs_a

#
Used by 1 shader in bevy_solari 0.19.1
@group(1)
@binding(3)
var di_reservoirs_a: texture_storage_2d<rgba32uint, read_write>

di_reservoirs_b

#
Used by 1 shader in bevy_solari 0.19.1
@group(1)
@binding(4)
var di_reservoirs_b: texture_storage_2d<rgba32uint, read_write>

gi_reservoirs_a

#
@group(1)
@binding(5)
var<storage, read_write> gi_reservoirs_a: array<Reservoir>

gi_reservoirs_b

#
Used by 1 shader in bevy_solari 0.19.1
@group(1)
@binding(6)
var<storage, read_write> gi_reservoirs_b: array<Reservoir>

gbuffer

#

depth_buffer

#

motion_vectors

#

previous_gbuffer

#
@group(1)
@binding(10)
var previous_gbuffer: texture_2d<u32>

previous_depth_buffer

#
@group(1)
@binding(11)
var previous_depth_buffer: texture_depth_2d

view

#

previous_view

#
@group(1)
@binding(13)
var<uniform> previous_view: PreviousViewUniforms

world_cache_checksums

#
@group(1)
@binding(14)
var<storage, read_write> world_cache_checksums: array<atomic<u32>, #{WORLD_CACHE_SIZE}>

world_cache_life

#
Active when
WORLD_CACHE_NON_ATOMIC_LIFE_BUFFER
@group(1)
@binding(15)
var<storage, read_write> world_cache_life: array<u32, #{WORLD_CACHE_SIZE}>
Active when
!WORLD_CACHE_NON_ATOMIC_LIFE_BUFFER
@group(1)
@binding(15)
var<storage, read_write> world_cache_life: array<atomic<u32>, #{WORLD_CACHE_SIZE}>

world_cache_radiance

#
@group(1)
@binding(16)
var<storage, read_write> world_cache_radiance: array<vec4<f32>, #{WORLD_CACHE_SIZE}>

world_cache_geometry_data

#
@group(1)
@binding(17)
var<storage, read_write> world_cache_geometry_data: array<WorldCacheGeometryData, #{WORLD_CACHE_SIZE}>

world_cache_luminance_deltas

#
@group(1)
@binding(18)
var<storage, read_write> world_cache_luminance_deltas: array<f32, #{WORLD_CACHE_SIZE}>

world_cache_active_cells_new_radiance

#
Used by 1 shader in bevy_solari 0.19.1
@group(1)
@binding(19)
var<storage, read_write> world_cache_active_cells_new_radiance: array<vec3<f32>, #{WORLD_CACHE_SIZE}>

world_cache_a

#
@group(1)
@binding(20)
var<storage, read_write> world_cache_a: array<u32, #{WORLD_CACHE_SIZE}>

world_cache_b

#
@group(1)
@binding(21)
var<storage, read_write> world_cache_b: array<u32, 1024u>

world_cache_active_cell_indices

#
@group(1)
@binding(22)
var<storage, read_write> world_cache_active_cell_indices: array<u32, #{WORLD_CACHE_SIZE}>

world_cache_active_cells_count

#
@group(1)
@binding(23)
var<storage, read_write> world_cache_active_cells_count: u32

diffuse_albedo

#
Active when
DLSS_RR_GUIDE_BUFFERS
@group(2)
@binding(0)
var diffuse_albedo: texture_storage_2d<rgba8unorm, write>

specular_albedo

#
Active when
DLSS_RR_GUIDE_BUFFERS
@group(2)
@binding(1)
var specular_albedo: texture_storage_2d<rgba8unorm, write>

normal_roughness

#
Active when
DLSS_RR_GUIDE_BUFFERS
@group(2)
@binding(2)
var normal_roughness: texture_storage_2d<rgba16float, write>

specular_motion_vectors

#
Active when
DLSS_RR_GUIDE_BUFFERS
@group(2)
@binding(3)
var specular_motion_vectors: texture_storage_2d<rg16float, write>

Structures

PushConstants

#
struct PushConstants {
frame_index: u32,
reset: u32,
}

ResolvedLightSamplePacked

#

Don’t adjust the size of this struct without also adjusting prepare::RESOLVED_LIGHT_SAMPLE_STRUCT_SIZE.

struct ResolvedLightSamplePacked {
world_position_x: f32,
world_position_y: f32,
world_position_z: f32,
world_normal: u32,
radiance: u32,
inverse_pdf: f32,
}

Reservoir

#
Used by 1 shader in bevy_solari 0.19.1

Don’t adjust the size of this struct without also adjusting prepare::GI_RESERVOIR_STRUCT_SIZE.

struct Reservoir {
sample_point_world_position: vec3<f32>,
weight_sum: f32,
radiance: vec3<f32>,
confidence_weight: f32,
sample_point_world_normal: vec3<f32>,
unbiased_contribution_weight: f32,
}

WorldCacheGeometryData

#
Used by 1 shader in bevy_solari 0.19.1
struct WorldCacheGeometryData {
world_position: vec3<f32>,
padding_a: u32,
world_normal: vec3<f32>,
padding_b: u32,
}
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