23 APR 2026

rahulmnavneeth

render

homedocs

The "how rendering happens" layer — from the backend-agnostic RHI contract down to specific GPU / CPU implementations and the effects that run on top.

PageTopic
RHIBackend-agnostic function-pointer table
Software RasterizerShared CPU rasterizer (edge-function, anti-aliased)
CPU BackendAlways-available software backend
Vulkan BackendPrimary GPU backend — PBR, shadows, GPU culling, Hi-Z
OpenGL BackendOpenGL 3.3 backend (contract; stub)
Post-ProcessingGamma, tonemap, FXAA, bloom, SSAO, TAA, SSR, OIT, volumetric fog
OverlayBuilt-in + custom overlays, CPU readback rasterizer
Pipeline HooksCustom render-graph pass injection
Shader PluginSPIR-V plugins at named stages
DecalDeferred projective decals (Vulkan only)
MeshletFixed-size geometry clusters for GPU culling