vkd3d
1.14
The vkd3d 3D Graphics Library
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A single shader varying, returned as part of struct vkd3d_shader_signature. More...
#include <vkd3d_shader.h>
Data Fields | |
const char * | semantic_name |
Semantic name. More... | |
unsigned int | semantic_index |
Semantic index, or 0 if the semantic is not indexed. More... | |
unsigned int | stream_index |
Stream index of a geometry shader output semantic. More... | |
enum vkd3d_shader_sysval_semantic | sysval_semantic |
System value semantic. More... | |
enum vkd3d_shader_component_type | component_type |
Data type. More... | |
unsigned int | register_index |
Register index. More... | |
unsigned int | mask |
Mask of the register components allocated to this varying. More... | |
unsigned int | used_mask |
Subset of mask which the shader reads from or writes to. More... | |
enum vkd3d_shader_minimum_precision | min_precision |
Minimum interpolation precision. More... | |
A single shader varying, returned as part of struct vkd3d_shader_signature.
enum vkd3d_shader_component_type vkd3d_shader_signature_element::component_type |
Data type.
unsigned int vkd3d_shader_signature_element::mask |
Mask of the register components allocated to this varying.
enum vkd3d_shader_minimum_precision vkd3d_shader_signature_element::min_precision |
Minimum interpolation precision.
unsigned int vkd3d_shader_signature_element::register_index |
Register index.
unsigned int vkd3d_shader_signature_element::semantic_index |
Semantic index, or 0 if the semantic is not indexed.
const char* vkd3d_shader_signature_element::semantic_name |
Semantic name.
unsigned int vkd3d_shader_signature_element::stream_index |
Stream index of a geometry shader output semantic.
If the signature is not a geometry shader output signature, this field will be set to 0.
enum vkd3d_shader_sysval_semantic vkd3d_shader_signature_element::sysval_semantic |
System value semantic.
If the varying is not a system value, this field will be set to VKD3D_SHADER_SV_NONE.
unsigned int vkd3d_shader_signature_element::used_mask |
Subset of mask which the shader reads from or writes to.
Unlike Direct3D shader bytecode, the mask for output and tessellation signatures is not inverted, i.e. bits set in this field denote components which are written to.