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Function writeVsUniforms

src/renderers/createAreaRenderer.ts:193–215  ·  view source on GitHub ↗
(ax: number, bx: number, ay: number, by: number, baseline: number)

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191 };
192
193 const writeVsUniforms = (ax: number, bx: number, ay: number, by: number, baseline: number): void => {
194 // VSUniforms:
195 // - mat4x4<f32> (64 bytes)
196 // - baseline: f32 (4 bytes)
197 // - (implicit padding to next 16B boundary) (12 bytes)
198 // - _pad0: vec3<f32> (occupies 16 bytes in a uniform buffer)
199 // Total: 96 bytes.
200 //
201 // Layout details (uniform address space):
202 // - transform at byte offset 0
203 // - baseline at byte offset 64 (f32[16])
204 // - _pad0 at byte offset 80 (f32[20..22]) with trailing 4B padding
205 writeTransformMat4F32(vsUniformScratchF32, ax, bx, ay, by);
206 vsUniformScratchF32[16] = baseline;
207 vsUniformScratchF32[17] = 0;
208 vsUniformScratchF32[18] = 0;
209 vsUniformScratchF32[19] = 0;
210 vsUniformScratchF32[20] = 0;
211 vsUniformScratchF32[21] = 0;
212 vsUniformScratchF32[22] = 0;
213 vsUniformScratchF32[23] = 0;
214 writeUniformBuffer(device, vsUniformBuffer, vsUniformScratchBuffer);
215 };
216
217 const prepare: AreaRenderer['prepare'] = (seriesConfig, data, xScale, yScale, baseline) => {
218 assertNotDisposed();

Callers 1

prepareFunction · 0.70

Calls 2

writeUniformBufferFunction · 0.90
writeTransformMat4F32Function · 0.70

Tested by

no test coverage detected