![]() |
LLGL 0.05 Beta
|
Shader uniform pipeline layout descriptor. More...
#include <PipelineLayoutFlags.h>
Public Member Functions | |
| UniformDescriptor ()=default | |
| UniformDescriptor (StringLiteral name, UniformType type, std::uint32_t arraySize=0) | |
| Initializes the uniform descriptor with a name, type, and optional array size. | |
Public Attributes | |
| StringLiteral | name |
| Specifies the name of an individual shader uniform. This must not be empty. | |
| UniformType | type = UniformType::Undefined |
| Specifies the data type of the shader uniform. By default UniformType::Undefined. | |
| std::uint32_t | arraySize = 0 |
| Specifies the array size of the uniform. If this is 0, the uniform does not describe an array. By default 0. | |
Shader uniform pipeline layout descriptor.
|
default |
|
inline |
Initializes the uniform descriptor with a name, type, and optional array size.
| std::uint32_t LLGL::UniformDescriptor::arraySize = 0 |
Specifies the array size of the uniform. If this is 0, the uniform does not describe an array. By default 0.
| StringLiteral LLGL::UniformDescriptor::name |
Specifies the name of an individual shader uniform. This must not be empty.
cbuffer (HLSL) or UBO (GLSL). That being said, chained identifiers are allowed if the unfiorm is wrapped inside a struct like in the following example: "scene.projection". The ParseContext syntax even allows this to be written as "scene . projection" or any other whitespaces separating the identifiers. | UniformType LLGL::UniformDescriptor::type = UniformType::Undefined |
Specifies the data type of the shader uniform. By default UniformType::Undefined.