Shader/Spirv: Put types and constants in the same section
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@@ -167,7 +167,7 @@ namespace Nz
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UInt32 Register(Type t);
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UInt32 Register(Variable v);
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void Write(SpirvSection& annotations, SpirvSection& constants, SpirvSection& debugInfos, SpirvSection& types);
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void Write(SpirvSection& annotations, SpirvSection& constants, SpirvSection& debugInfos);
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SpirvConstantCache& operator=(const SpirvConstantCache& cache) = delete;
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SpirvConstantCache& operator=(SpirvConstantCache&& cache) noexcept;
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@@ -183,7 +183,10 @@ namespace Nz
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struct Eq;
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struct Internal;
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void WriteStruct(const Structure& structData, UInt32 resultId, SpirvSection& annotations, SpirvSection& debugInfos, SpirvSection& types);
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void Write(const AnyConstant& constant, UInt32 resultId, SpirvSection& constants);
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void Write(const AnyType& type, UInt32 resultId, SpirvSection& annotations, SpirvSection& constants, SpirvSection& debugInfos);
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void WriteStruct(const Structure& structData, UInt32 resultId, SpirvSection& annotations, SpirvSection& constants, SpirvSection& debugInfos);
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std::unique_ptr<Internal> m_internal;
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};
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