- Render switches
- The variants a Renderer is created with and keeps: whether Instances are culled, whether lights are culled into Froxels or all reach every pixel, whether shadow rays are traced, whether a pass counts each lit pixel's point lights, and the form the
crowd scene's deforming meshes take in the TLAS. Their defaults are what ships; scene content such as ambient and background is not a switch. The prototype adds the visibility pre-pass, off by default.
- Meshlet
- A small group of one Primitive's triangles, bounded in vertex and triangle count, that the GPU draws as a unit and can cull as one.
- Frame stats
- What one frame cost, measured by the engine itself: among much else, CPU time per system and stage, GPU time per pass, the GPU frame total and ADR 0019's gate, draw calls, Instances and triangles drawn, bytes uploaded and GPU memory.
- ADR 0019's gate
- From the start of culling phase one to the latest end of the passes up to the lit pass, with shadow rays off; its median over a Reference scene's camera path is judged against 6 ms.
- Baseline
- The recorded measurements of a Reference scene on one adapter: the reference machine, where Budgets are judged against it, or CI's lavapipe, where only its counters are judged.
- Budget
- A numeric limit on one metric of a Reference scene (CPU ms, GPU ms, GPU memory, Input latency) that a change must not regress. Counters such as draw calls and bytes uploaded are held to their Baselines instead.
- Reference scene
- A Scene paired with a fixed camera path and injected time, so that every run produces the same frames. Used for Goldens and Baselines.
- Golden
- A committed image that a Reference scene must reproduce within tolerance.
- Visibility buffer
- A 4-byte triangle and instance ID per sample, written by a pre-pass, from which later passes rebuild the surface each pixel shows. B only reads it to choose what the lit pass draws; D shades from it.
- Primitive index
- A fragment stage builtin: the index of the triangle the fragment belongs to within its draw, so the triangle made of indices 3n, 3n+1 and 3n+2 is n. WGSL's
@builtin(primitive_index); wgpu exposes it behind the PRIMITIVE_INDEX feature.
- Sample coverage
- Which of a pixel's MSAA samples a triangle covers: the samples whose positions fall inside its three edges, with a fill rule giving a sample exactly on an edge to one of the two triangles that share it. Depth is tested per covered sample; the fragment shader runs once per pixel.
- Compaction
- Copying the marked items of a list into a dense list that keeps their order: a prefix sum of the marks gives each marked item its place, the number of marked items before it.