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CeresEngine 0.2.0
A game development framework
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Structure for additional translation options. More...
#include <CeresEngine/Material/ShaderCompiler/ShaderCompiler.hpp>
Public Attributes | |
| bool | allowExtensions = false |
| If true, the shader output may contain GLSL extensions, if the target shader version is too low. | |
| bool | autoBinding = false |
| If true, binding slots for all buffer types will be generated sequentially, starting with index at 'autoBindingStartSlot'. | |
| Int32 | autoBindingStartSlot = 0 |
| Index to start generating binding slots from. | |
| bool | explicitBinding = false |
| If true, explicit binding slots are enabled. By default, false. | |
| bool | obfuscate = false |
| If true, code obfuscation is performed. By default, false. | |
| bool | optimize = false |
| If true, little code optimizations are performed. By default, false. | |
| bool | preferWrappers = false |
| If true, intrinsics are prefered to be implemented as wrappers (instead of inlining). | |
| bool | preprocessOnly = false |
| If true, only the preprocessed source code will be written out. By default, false. | |
| bool | preserveComments = false |
| If true, commentaries are preserved for each statement. By default, false. | |
| bool | rowMajorAlignment = false |
| If true, matrices have row-major alignment. | |
| bool | separateSamplers = false |
| If true, generated GLSL code will contain separate sampler and texture objects when supported. | |
| bool | separateShaders = false |
| If true, generated GLSL code will support the 'ARB_separate_shader_objects' extension. | |
| bool | showAST = false |
| If true, the AST (Abstract Syntax Tree) will be written to the log output. | |
| bool | showTimes = false |
| If true, the timings of the different compilation processes are written to the log output. | |
| bool | unrollArrayInitializers = false |
| If true, array initializations will be unrolled. By default, false. | |
| bool | validateOnly = false |
| If true, the source code is only validated, but no output code will be generated. | |
| bool | writeGeneratorHeader = true |
| If true, the generator header with metadata is written as first comment to the output. | |
Structure for additional translation options.
If true, the shader output may contain GLSL extensions, if the target shader version is too low.
By default, false.
If true, binding slots for all buffer types will be generated sequentially, starting with index at 'autoBindingStartSlot'.
By default, false.
| Int32 CeresEngine::ShaderCompiler::Options::autoBindingStartSlot = 0 |
Index to start generating binding slots from.
Only relevant if 'autoBinding' is enabled. By default, 0.
If true, explicit binding slots are enabled. By default, false.
If true, code obfuscation is performed. By default, false.
If true, little code optimizations are performed. By default, false.
If true, intrinsics are prefered to be implemented as wrappers (instead of inlining).
By default, false.
If true, only the preprocessed source code will be written out. By default, false.
If true, commentaries are preserved for each statement. By default, false.
If true, matrices have row-major alignment.
Otherwise the matrices have column-major alignment. By default, false.
If true, generated GLSL code will contain separate sampler and texture objects when supported.
By default, true.
If true, generated GLSL code will support the 'ARB_separate_shader_objects' extension.
By default, false.
If true, the AST (Abstract Syntax Tree) will be written to the log output.
By default, false.
If true, the timings of the different compilation processes are written to the log output.
By default, false.
If true, array initializations will be unrolled. By default, false.
If true, the source code is only validated, but no output code will be generated.
By default, false.
If true, the generator header with metadata is written as first comment to the output.
By default, true.