Describes the mapping of a single resource or resource array to its binding point in the target environment. More...
#include <vkd3d_shader.h>
Data Fields | |
enum vkd3d_shader_descriptor_type | type |
The type of this descriptor. | |
unsigned int | register_space |
Register space of the Direct3D resource. | |
unsigned int | register_index |
Register index of the Direct3D resource. | |
enum vkd3d_shader_visibility | shader_visibility |
Shader stage(s) to which the resource is visible. | |
unsigned int | flags |
A combination of zero or more elements of vkd3d_shader_binding_flag. | |
struct vkd3d_shader_descriptor_binding | binding |
The binding in the target environment. | |
Describes the mapping of a single resource or resource array to its binding point in the target environment.
For example, to map a Direct3D SRV with register space 2, register "t3" to a Vulkan descriptor in set 4 and with binding 5, set the following members:
This structure is used in struct vkd3d_shader_interface_info.
unsigned int vkd3d_shader_resource_binding::register_index |
Register index of the Direct3D resource.
For legacy Direct3D shaders, vkd3d-shader maps each constant register set to a single constant buffer view. This parameter names the register set to map, and must be a member of enum vkd3d_shader_d3dbc_constant_register.
unsigned int vkd3d_shader_resource_binding::register_space |
Register space of the Direct3D resource.
If the source format does not support multiple register spaces, this parameter must be set to 0.