Adding vertex input description, readding slang

This commit is contained in:
Dynamitos
2024-01-19 09:49:42 +01:00
parent 0f6dabde86
commit cb6b1815ee
16 changed files with 105 additions and 12 deletions
+20 -1
View File
@@ -118,7 +118,24 @@ struct ShaderCreateInfo
Array<Pair<const char*, const char*>> typeParameter;
Map<const char*, const char*> defines;
};
struct VertexInputBinding
{
uint32 binding;
uint32 stride;
Gfx::SeVertexInputRate inputRate;
};
struct VertexInputAttribute
{
uint32 location;
uint32 binding;
Gfx::SeFormat format;
uint32 offset;
};
struct VertexInputStateCreateInfo
{
Array<VertexInputBinding> bindings;
Array<VertexInputAttribute> attributes;
};
namespace Gfx
{
struct SePushConstantRange
@@ -180,6 +197,7 @@ struct ColorBlendState
StaticArray<float, 4> blendConstants;
};
DECLARE_REF(VertexInput)
DECLARE_REF(VertexShader)
DECLARE_REF(TaskShader)
DECLARE_REF(MeshShader)
@@ -190,6 +208,7 @@ DECLARE_REF(PipelineLayout)
struct LegacyPipelineCreateInfo
{
SePrimitiveTopology topology;
PVertexInput vertexInput;
PVertexShader vertexShader;
PFragmentShader fragmentShader;
PRenderPass renderPass;