Expand description
Shader handling.
Structs
- Vertex information that a shader takes as input.
- A constant in the shader - a bit of data that doesn’t vary
- A constant buffer.
- An error type for creating programs.
- Target output variable.
- A program
- Metadata about a program.
- A type of the sampler variable.
- Sampler shader parameter.
- Texture shader parameter.
- Unordered access shader parameter.
- Parameter usage flags.
Enums
- Base type of this shader parameter.
- Error type for trying to store a UniformValue in a ConstVar.
- Number of components this parameter represents.
- An error type for creating shaders.
- Whether the sampler samples an array texture.
- Whether the sampler compares the depth value upon sampling.
- Whether the sampler samples a multisample texture.
- Whether the sampler samples a rectangle texture.
- Whether the matrix is column or row major.
- Which program stage this shader represents.
- A type of the texture variable. This has to match the actual data we bind to the shader.
- A value that can be uploaded to the device as a uniform.
Constants
- A constant static array of all shader stages.
Traits
- A trait that statically links simple data types to base types of the shader constants.
- A trait that statically links simple data types to constant formats.
Type Definitions
- Format of a shader constant.
- Number of components in a container type (vectors/matrices)
- Location of a parameter in the program.