Namespace ValveResourceFormat.Renderer.Buffers ​
Classes ​
Base class for OpenGL buffer objects with automatic binding management.
Uniform buffer array containing all environment map probe data.
Holds the packed values of a shader's loose global uniforms, as laid out by
. Every owns one, filled once from theshader defaults plus the material's own parameters, so drawing only has to bind it.
Layout of one scene's cull masks, plus the view they were built against.
Uniform buffer array containing all light probe volume data.
Uniform buffer containing all scene lights and lightmap configuration.
Shader storage buffer object for large read-write data arrays on the GPU.
CPU side of compute_tile_cullbits and compute_depthbin_cullbits: projects world space volumes into the screen AABBs, hulls and depth keys those passes rasterize into bits.
Uniform buffer object that stores shader-accessible structured data on the GPU.
Uniform buffer containing camera transforms, fog, and per-frame view state.
Structs ​
GPU struct holding parameters for a single barn light.
Everything one barn light face is culled by, in world space. The shader lights a fragment only where all three agree, so the item built from them is their intersection.
One item class culled by compute_tile_cullbits and compute_depthbin_cullbits. Three are dispatched together, covering barn lights, env maps and light probe volumes in one pass.
Three entries, matching the fixed size arrays in CullParams_t.
Screen space description of one cull item: an AABB, an optional implicit conic, up to two convex hulls indexing the cull plane buffer, and a depth range. Frustum rejection is a byproduct of building this, so the compute passes never see world space.
Shared constants for both cull passes.
Axis-aligned bounding box for a draw call, used in GPU culling.
Arguments for a glDrawElementsIndirect GPU draw call.
Per-probe reflection data for shader uniform buffer.
Per-volume light probe sampling parameters for shader uniform buffer.
GPU culling data for a single meshlet, including bounds and cone.
Per-object GPU data including tint, transform, and environment map visibility.
Per-object LOD state the aggregate cull shader tests before anything else.
Debug bounding box for a draw call that was culled as occluded.
Enums ​
Who writes a buffer and who reads it, which decides the memory it is allocated from.
Reserved GPU buffer binding slots for uniform and storage buffers.

