simvx.graphics.renderer.pass_helpers¶
Shared GPU resource creation helpers for render passes.
Pure factory functions — no base classes, no lifecycle management. Each function creates a single Vulkan resource using common patterns duplicated across multiple pass files.
Module Contents¶
Functions¶
Compile and load vertex/fragment shader modules from GLSL source files. |
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Create a linear-filtering sampler with CLAMP_TO_EDGE addressing. |
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Create a nearest-filtering sampler with CLAMP_TO_EDGE addressing. |
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Create a descriptor pool and allocate sets for COMBINED_IMAGE_SAMPLER descriptors. |
Data¶
API¶
- simvx.graphics.renderer.pass_helpers.__all__¶
[‘load_shader_modules’, ‘create_linear_sampler’, ‘create_nearest_sampler’, ‘create_sampler_descripto…
- simvx.graphics.renderer.pass_helpers.load_shader_modules(device: Any, shader_dir: pathlib.Path, vert_name: str, frag_name: str) tuple[Any, Any]¶
Compile and load vertex/fragment shader modules from GLSL source files.
Runs
compile_shader(GLSL -> SPIR-V) thencreate_shader_modulefor each stage. Returns(vert_module, frag_module).
- simvx.graphics.renderer.pass_helpers.create_linear_sampler(device: Any) Any¶
Create a linear-filtering sampler with CLAMP_TO_EDGE addressing.
Used by text (MSDF atlas) and 2D overlay passes that need clamped UVs.
- simvx.graphics.renderer.pass_helpers.create_nearest_sampler(device: Any) Any¶
Create a nearest-filtering sampler with CLAMP_TO_EDGE addressing.
Used for pixel-art or integer-format textures where interpolation is unwanted.
- simvx.graphics.renderer.pass_helpers.create_sampler_descriptor_pool(device: Any, layout: Any, *, max_sets: int = 1, descriptors_per_set: int = 1) tuple[Any, list[Any]]¶
Create a descriptor pool and allocate sets for COMBINED_IMAGE_SAMPLER descriptors.
Returns
(pool, [descriptor_set, ...]).