- Depth pyramid
- ADR 0019's Hi-Z pyramid: an R32Float mip chain from half the target's size to 1 × 1, each texel the minimum depth, the farthest, over its share of the screen.
- Hi-Z
- Hierarchical Z: depth kept at several resolutions, so a few reads bound the depth under a region.
- Level
- One image of the pyramid; each is the one below halved, rounded down, at least 1.
- Texel
- One value of one level.
- Share of the screen
- What a texel stands for when its level divides the screen evenly: texel x of n covers x/n to (x+1)/n.
- Reverse-Z
- Depth 1 at the near plane, falling towards 0 at infinity; cleared to 0, nearer is greater (ADR 0015).
- Depth pre-pass
- The render pass that draws phase one's Instances into the 4x depth and stores it for the pyramid and the lit pass.
- 4x MSAA, sample
- Four samples per pixel, each tested for coverage and depth at its own point.
- Conservative
- Never culls what is visible; its errors only keep Instances that could have been culled.
- Culling pass
- The compute pass that tests each Instance and builds the frame's draw.
- Phase one, phase two
- Phase one draws the Instances in view that were visible the frame before; phase two, after the pyramid, tests the Instances in view and draws those phase one did not.
- Mesh bounds
- The box that holds a Mesh's vertices; phase two projects its eight corners.
- Screen rectangle
- The rectangle on screen that holds a box's projected corners.
- RenderTargets
- Every target whose size is the frame's, the pyramid among them, created again on resize.
- Bind group
- The resources a pass binds; a snapshot, so it is rebuilt after every resize.
- Dispatch
- One run of a compute shader over a grid of workgroups; the pyramid pass makes one per level.
- Lit pass
- The shading pass, at depth equal; the frame's last depth pass, which discards the depth.
- StoreOp::Discard
- Throws an attachment's contents away at the end of a render pass instead of writing them back.
- Instance
- One Renderable's data on the GPU, in its slot of the Instance buffer.
- Frame stats
- What one frame cost, measured by the engine: GPU time per pass, heap allocations, GPU memory and more.
- Capability floor
- The GPU features and limits the engine requires to start.
- lavapipe
- Mesa's software Vulkan driver, with which CI renders Goldens and records counter Baselines.
- M4 Pro
- The machine on which Budgets are judged and Baselines recorded, with wgpu on Metal.