Add initial support for shader binding sets (WIP)
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@@ -44,6 +44,7 @@ namespace Nz
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struct EntryAttribute;
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struct LayoutAttribute;
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struct LocationAttribute;
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struct SetAttribute;
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void Append(const ShaderAst::ExpressionType& type);
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void Append(const ShaderAst::IdentifierType& identifierType);
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@@ -57,6 +58,8 @@ namespace Nz
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template<typename T> void Append(const T& param);
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template<typename T1, typename T2, typename... Args> void Append(const T1& firstParam, const T2& secondParam, Args&&... params);
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template<typename... Args> void AppendAttributes(bool appendLine, Args&&... params);
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template<typename T> void AppendAttributesInternal(bool& first, const T& param);
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template<typename T1, typename T2, typename... Rest> void AppendAttributesInternal(bool& first, const T1& firstParam, const T2& secondParam, Rest&&... params);
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void AppendAttribute(BindingAttribute binding);
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void AppendAttribute(BuiltinAttribute builtin);
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void AppendAttribute(DepthWriteAttribute depthWrite);
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@@ -64,6 +67,7 @@ namespace Nz
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void AppendAttribute(EntryAttribute entry);
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void AppendAttribute(LayoutAttribute layout);
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void AppendAttribute(LocationAttribute location);
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void AppendAttribute(SetAttribute location);
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void AppendCommentSection(const std::string& section);
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void AppendField(std::size_t structIndex, const ShaderAst::ExpressionPtr* memberIndices, std::size_t remainingMembers);
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void AppendHeader();
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