GPU uniform buffer layout — BaseUniforms + zone extension. More...
#include <phosphor-rendering/include/PhosphorRendering/ZoneShaderCommon.h>
Public Attributes | |
| PhosphorShaders::BaseUniforms | base |
| float | zoneRects [MaxZones][4] |
| float | zoneFillColors [MaxZones][4] |
| float | zoneBorderColors [MaxZones][4] |
| float | zoneParams [MaxZones][4] |
GPU uniform buffer layout — BaseUniforms + zone extension.
The leading PhosphorShaders::BaseUniforms region is Shadertoy-compatible. The remaining bytes are the zone extension arrays.
This matches the GLSL UBO declaration in common.glsl exactly: BaseUniforms fields → zone arrays → total layout. The exact base size is sizeof(PhosphorShaders::BaseUniforms) (currently 672 bytes; pinned by the static_asserts in BaseUniforms.h — common.glsl tracks this).
| PhosphorShaders::BaseUniforms PhosphorRendering::ZoneShaderUniforms::base |
| float PhosphorRendering::ZoneShaderUniforms::zoneBorderColors[MaxZones][4] |
| float PhosphorRendering::ZoneShaderUniforms::zoneFillColors[MaxZones][4] |
| float PhosphorRendering::ZoneShaderUniforms::zoneParams[MaxZones][4] |
| float PhosphorRendering::ZoneShaderUniforms::zoneRects[MaxZones][4] |