PipelineResourceSignatureDesc struct
Pipeline resource signature description.
Contents
- Reference
Base classes
- struct DeviceObjectAttribs
- Describes common device object attributes.
Public variables
- const PipelineResourceDesc* Resources
- A pointer to an array of resource descriptions. See Diligent::
PipelineResourceDesc. - Uint32 NumResources
- The number of resources in Resources array.
- const ImmutableSamplerDesc* ImmutableSamplers
- A pointer to an array of immutable samplers. See Diligent::
ImmutableSamplerDesc. - Uint32 NumImmutableSamplers
- The number of immutable samplers in ImmutableSamplers array.
- Uint8 BindingIndex
- Binding index that this resource signature uses.
- bool UseCombinedTextureSamplers
- If set to true, textures will be combined with texture samplers. The CombinedSamplerSuffix member defines the suffix added to the texture variable name to get corresponding sampler name. When using combined samplers, the sampler assigned to the shader resource view is automatically set when the view is bound. Otherwise samplers need to be explicitly set similar to other shader variables.
- const Char* CombinedSamplerSuffix
- If UseCombinedTextureSamplers is true, defines the suffix added to the texture variable name to get corresponding sampler name. For example, for default value "_sampler", a texture named "tex" will be combined with sampler named "tex_sampler". If UseCombinedTextureSamplers is false, this member is ignored.
- Uint32 SRBAllocationGranularity
- Shader resource binding allocation granularity.
Variable documentation
Uint8 Diligent:: PipelineResourceSignatureDesc:: BindingIndex
Binding index that this resource signature uses.
Every resource signature must be assign to one signature slot. The total number of slots is given by MAX_RESOURCE_SIGNATURES constant. All resource signatures used by a pipeline state must be assigned to different slots.
Uint32 Diligent:: PipelineResourceSignatureDesc:: SRBAllocationGranularity
Shader resource binding allocation granularity.
This member defines the allocation granularity for internal resources required by the shader resource binding object instances.