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Sub-allocate each particle slab with the content of multiple effects. - Introduce a `base_particle` value per effect instance, which is the equivalent of the `base_vertex` for rendering, and corresponds to the index of the first particle in the sub-allocated slice for that effect, inside the overall slab buffer. - Store that `base_particle` in the `Spawner` and give access to all shaders which need it (most of them). - Restore the default 64k particle count per slab, which allows packing multiple effects per buffer/slab. When `debug_assertions` is active (in Debug build), fill the first value of each particle to a `NaN` (0xFFFFFFFF) to make it easier to see in RenderDoc or any other GPU debugger that the particle is unused.
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Sub-allocate each particle slab with the content of multiple effects.
base_particlevalue per effect instance, which is the equivalent of thebase_vertexfor rendering, and corresponds to the index of the first particle in the sub-allocated slice for that effect, inside the overall slab buffer.base_particlein theSpawnerand give access to all shaders which need it (most of them).When
debug_assertionsis active (in Debug build), fill the first value of each particle to aNaN(0xFFFFFFFF) to make it easier to see in RenderDoc or any other GPU debugger that the particle is unused.