Shader source and binary code descriptor structure.
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#include <CeresEngine/RenderAPI/GPUShader.hpp>
Shader source and binary code descriptor structure.
◆ GPUShaderDescriptor() [1/6]
| CeresEngine::GPUShaderDescriptor::GPUShaderDescriptor |
( |
| ) |
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default |
◆ GPUShaderDescriptor() [2/6]
◆ GPUShaderDescriptor() [3/6]
Constructor to initialize the shader descriptor with a source.
◆ GPUShaderDescriptor() [4/6]
Constructor to initialize the shader descriptor with a type, source and profile.
◆ GPUShaderDescriptor() [5/6]
Constructor to initialize the shader descriptor with a binary.
◆ GPUShaderDescriptor() [6/6]
Constructor to initialize the shader descriptor with a source.
◆ operator=()
◆ reflect()
Executes the given processor for every field of the struct.
- Parameters
-
| RTTI | The processor to be ran for every field. |
◆ name
| String CeresEngine::GPUShaderDescriptor::name |
A user-facing name for the shader.
This is only used for debugging.
◆ profile
| String CeresEngine::GPUShaderDescriptor::profile = "" |
Shader target profile (e.g. "vs_5_0" for vertex shader model 5.0).
◆ source
| String CeresEngine::GPUShaderDescriptor::source = "" |
Pointer to the shader source.
This is either a null terminated string or a raw byte buffer (depending on the 'sourceType' member).
◆ sourceType
Specifies the type of the shader source.
By default ShaderSourceType::CodeFile.
◆ type
Specifies the type of the shader, i.e.
if it is either a vertex or fragment shader or the like. By default ShaderType::Undefined.
The documentation for this struct was generated from the following file:
- /Users/Rogiel/Developer/CeresEngine/Engine/Sources/CeresEngine/RenderAPI/GPUShader.hpp