vkd3d
1.3
The vkd3d 3D Graphics Library
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A chained structure describing the interface between a compiled shader and the target environment. More...
#include <vkd3d_shader.h>
Data Fields | |
enum vkd3d_shader_structure_type | type |
Must be set to VKD3D_SHADER_STRUCTURE_TYPE_INTERFACE_INFO. | |
const void * | next |
Optional pointer to a structure containing further parameters. | |
const struct vkd3d_shader_resource_binding * | bindings |
Pointer to an array of bindings for shader resource descriptors. | |
unsigned int | binding_count |
Size, in elements, of bindings. | |
const struct vkd3d_shader_push_constant_buffer * | push_constant_buffers |
Pointer to an array of bindings for push constant buffers. | |
unsigned int | push_constant_buffer_count |
Size, in elements, of push_constant_buffers. | |
const struct vkd3d_shader_combined_resource_sampler * | combined_samplers |
Pointer to an array of bindings for combined samplers. | |
unsigned int | combined_sampler_count |
Size, in elements, of combined_samplers. | |
const struct vkd3d_shader_uav_counter_binding * | uav_counters |
Pointer to an array of bindings for UAV counters. | |
unsigned int | uav_counter_count |
Size, in elements, of uav_counters. | |
A chained structure describing the interface between a compiled shader and the target environment.
For example, when compiling Direct3D shader byte code to SPIR-V, this structure contains mappings from Direct3D descriptor registers to SPIR-V descriptor bindings.
This structure is optional. If omitted, vkd3d_shader_compile() will use a default mapping, in which resources are mapped to sequential bindings in register set 0.
This structure extends vkd3d_shader_compile_info.
This structure contains only input parameters.