Merge pull request #1111 from LoopDawg/per-set-binding-offsets

Add per-descriptor-set IO mapping shift values.
This commit is contained in:
John Kessenich 2017-10-20 11:35:29 -06:00 committed by GitHub
commit 573cc9e9aa
9 changed files with 523 additions and 159 deletions

View file

@ -324,6 +324,17 @@ bool InitializeProcess();
// Call once per process to tear down everything
void FinalizeProcess();
// Resource type for IO resolver
enum TResourceType {
EResSampler,
EResTexture,
EResImage,
EResUbo,
EResSsbo,
EResUav,
EResCount
};
// Make one TShader per shader that you will link into a program. Then provide
// the shader through setStrings() or setStringsWithLengths(), then call parse(),
// then query the info logs.
@ -347,13 +358,17 @@ public:
void setEntryPoint(const char* entryPoint);
void setSourceEntryPoint(const char* sourceEntryPointName);
void addProcesses(const std::vector<std::string>&);
void setShiftSamplerBinding(unsigned int base);
void setShiftTextureBinding(unsigned int base);
void setShiftImageBinding(unsigned int base);
void setShiftUboBinding(unsigned int base);
void setShiftUavBinding(unsigned int base);
void setShiftCbufferBinding(unsigned int base); // synonym for setShiftUboBinding
void setShiftSsboBinding(unsigned int base);
// IO resolver binding data: see comments in ShaderLang.cpp
void setShiftBinding(TResourceType res, unsigned int base);
void setShiftSamplerBinding(unsigned int base); // DEPRECATED: use setShiftBinding
void setShiftTextureBinding(unsigned int base); // DEPRECATED: use setShiftBinding
void setShiftImageBinding(unsigned int base); // DEPRECATED: use setShiftBinding
void setShiftUboBinding(unsigned int base); // DEPRECATED: use setShiftBinding
void setShiftUavBinding(unsigned int base); // DEPRECATED: use setShiftBinding
void setShiftCbufferBinding(unsigned int base); // synonym for setShiftUboBinding
void setShiftSsboBinding(unsigned int base); // DEPRECATED: use setShiftBinding
void setShiftBindingForSet(TResourceType res, unsigned int set, unsigned int base);
void setResourceSetBinding(const std::vector<std::string>& base);
void setAutoMapBindings(bool map);
void setAutoMapLocations(bool map);