CF_ShaderInfo¶
Category: graphics
GitHub: cute_shader_bytecode.h
Reflection info for a shader.
| Struct Members | Description |
|---|---|
int num_samplers |
Number of samplers. |
int num_storage_textures |
Number of readonly storage textures. |
int num_storage_buffers |
Number of readonly storage buffers. |
int num_readwrite_storage_textures |
Number of readwrite storage textures. |
int num_readwrite_storage_buffers |
Number of readwrite storage buffers. |
int num_images |
Number of images. |
const char** image_names |
Name of each images. |
int* image_binding_slots |
Binding slot of each image. |
int num_uniforms |
Number of uniform blocks. |
CF_ShaderUniformInfo* uniforms |
Information about each uniform block. |
int num_uniform_members |
Number of uniform block members. |
CF_ShaderUniformMemberInfo* uniform_members |
Members of all uniform blocks tightly packed (see CF_ShaderUniformInfo for more details). |
int num_inputs |
Number of inputs for vertex shader. |
CF_ShaderInputInfo* inputs |
Information about each vertex shader input. |
int local_size[3] |
Compute workgroup size (zero for non-compute shaders). Metal pipelines dispatch with this. |
int num_storage_image_infos |
Number of storage images (compute), readonly and read-write. |
CF_ShaderResourceInfo* storage_image_infos |
Each storage image: name, set, binding, readonly. The GLES backend binds them by name. |
int num_storage_buffer_infos |
Number of storage buffers (compute), readonly and read-write. |
CF_ShaderResourceInfo* storage_buffer_infos |
Each storage buffer: name, set, binding, readonly. |
int num_write_sites |
Number of write sites in a compute shader's GLSL ES output (zero elsewhere). |
CF_ShaderWriteSite* write_sites |
The GLSL ES compute emulation's write sites, see CF_ShaderWriteSite. |
int num_wgsl_bindings |
Number of bindings the WGSL source declares (zero without WGSL). |
CF_ShaderWgslBinding* wgsl_bindings |
Every group/binding pair of the WGSL source, see CF_ShaderWgslBinding. |
int num_wgsl_splits |
Number of split storage images in the WGSL source. |
CF_ShaderWgslSplit* wgsl_splits |
Storage images split into a store side and a load side, see CF_ShaderWgslSplit. |