docs: fix pipeline and operations cross-reference anchors
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@@ -242,7 +242,7 @@ struct State {
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(e.g., after a compositor restart or display hotplug), recovery requires
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reconfiguring the swapchain with the window's live size — and that requires
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holding a reference to the window itself.
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- **`pipeline`** — the compiled [render pipeline](concepts/GLOSSARY.md#pipeline).
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- **`pipeline`** — the compiled [render pipeline](concepts/GLOSSARY.md#pipeline-render).
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A render pipeline is an immutable configuration combining a shader, a vertex
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buffer layout, a primitive topology, and a color target setup. Switching pipelines mid-frame is expensive; most applications use a few
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pipelines and change them between draw calls.
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@@ -590,7 +590,7 @@ pre-blended with barycentric weights.
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**`-> @location(0) vec4<f32>`** — The fragment shader must output at least one
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color value at `@location(0)`. This number must match the corresponding color
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target in the [render pipeline](concepts/GLOSSARY.md#pipeline) descriptor. The
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target in the [render pipeline](concepts/GLOSSARY.md#pipeline-render) descriptor. The
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return type is `vec4<f32>` — RGBA with linear-space components.
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**`return vec4<f32>(input.vertex_color, 1.0);`** — Promotes the interpolated
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@@ -718,7 +718,7 @@ let vertex_buffer = device.create_buffer_init(
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## S6: Compiling the Render Pipeline
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New concept: **the render pipeline is a compiled GPU configuration.** A
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[render pipeline](concepts/GLOSSARY.md#pipeline) bundles every decision the GPU
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[render pipeline](concepts/GLOSSARY.md#pipeline-render) bundles every decision the GPU
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needs to execute a draw: which shaders to run, how to interpret vertex buffer
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bytes, what [topology](concepts/GLOSSARY.md#topology) to use, whether to cull
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back faces, what blend mode to apply, and where to write the output. Pipeline
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@@ -1102,13 +1102,13 @@ color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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**`RenderPassColorAttachment` has exactly 4 fields:**
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- **`view: &texture_view`** — the framebuffer we draw into. Must match the
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color target format in the [render pipeline](concepts/GLOSSARY.md#pipeline).
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color target format in the [render pipeline](concepts/GLOSSARY.md#pipeline-render).
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- **`depth_slice: None`** — only used for 3D texture slices. Not applicable
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to 2D rendering.
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- **`resolve_target: None`** — only used for MSAA resolve. When multisampling
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is active, the render pass writes to a multisampled buffer and resolves into
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this target. We have no MSAA, so `None`.
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- **`ops`** — [operations](concepts/GLOSSARY.md#render-pass) controlling load
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- **`ops`** — [operations](concepts/GLOSSARY.md#operations) controlling load
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and store behavior. Two sub-fields:
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- **`load: LoadOp::Clear(color)`** — before drawing, fill the entire
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framebuffer with this color. **This IS your background color.** Dark gray.
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@@ -1133,7 +1133,7 @@ that pass the depth test). Useful for visibility-based culling.
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### Binding State and Drawing
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**`render_pass.set_pipeline(&self.pipeline)`** — Tells the GPU which
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[render pipeline](concepts/GLOSSARY.md#pipeline) to use for subsequent
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[render pipeline](concepts/GLOSSARY.md#pipeline-render) to use for subsequent
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draw calls. The pipeline encapsulates the shader programs, vertex format,
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primitive topology, and output configuration. Must be set before any draw call
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in a render pass. Switching pipelines mid-pass is expensive and should be
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@@ -1340,7 +1340,7 @@ each piece does:
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Each layer adds a capability: driver connection, window binding, GPU selection,
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resource management, and swapchain allocation.
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- **The [render pipeline](concepts/GLOSSARY.md#pipeline):** Shaders,
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- **The [render pipeline](concepts/GLOSSARY.md#pipeline-render):** Shaders,
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topology, and vertex layout compiled into a GPU configuration. Created once,
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reused every frame. Expensive to create, cheap to execute.
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