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TachyonUI 0.1.0
High-performance UI for building tools.
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#include <gui_core/gui_id.h>#include <gui_core/graphics/gui_renderer.h>#include <gui_core/graphics/gui_render_primitives.h>#include <gui_core/graphics/gui_rhi.h>#include <array>#include <cassert>#include <cstddef>#include <type_traits>#include <unordered_map>#include <vector>Go to the source code of this file.
Classes | |
| struct | tachyon::PrimitiveRenderPass |
| One contiguous same-kind run of primitives, drawn with one call; or, with replay set, a cached scope's draw (its own passes), and the other fields unused. More... | |
| struct | tachyon::PrimitiveRenderTarget |
| struct | tachyon::PrimitiveRenderTarget::Stream |
| Per-kind primitive stream: CPU bytes appended by the emit methods and packed together into the current frame slot's GPU upload arena. More... | |
| struct | tachyon::PrimitiveRenderTarget::ScopeReplay |
| A cached scope drawn here, moved delta window pixels from where it was captured; its primitives' draw orders start at baseOrder. More... | |
| class | tachyon::PrimitiveRenderer |
Namespaces | |
| namespace | tachyon |
Typedefs | |
| using | tachyon::PipelineSet = std::array<RHI::GpuPipeline, kPrimitiveKindCount> |