Ensure shader reflection information is stored as const

* Avoids accidental modifications
This commit is contained in:
baldurk
2025-09-22 11:58:56 +01:00
parent 0dd399cc11
commit 26cf7d3d7f
54 changed files with 292 additions and 251 deletions
+2 -2
View File
@@ -216,7 +216,7 @@ struct InputAssembly
:type: ShaderReflection
)");
ShaderReflection *bytecode = NULL;
const ShaderReflection *bytecode = NULL;
DOCUMENT(R"(The bound vertex buffers
@@ -255,7 +255,7 @@ struct Shader
:type: ShaderReflection
)");
ShaderReflection *reflection = NULL;
const ShaderReflection *reflection = NULL;
DOCUMENT(R"(A :class:`ShaderStage` identifying which stage this shader is bound to.
+1 -1
View File
@@ -261,7 +261,7 @@ struct Shader
:type: ShaderReflection
)");
ShaderReflection *reflection = NULL;
const ShaderReflection *reflection = NULL;
DOCUMENT(R"(A :class:`ShaderStage` identifying which stage this shader is bound to.
+1 -1
View File
@@ -262,7 +262,7 @@ struct Shader
:type: ShaderReflection
)");
ShaderReflection *reflection = NULL;
const ShaderReflection *reflection = NULL;
DOCUMENT(R"(A :class:`ShaderStage` identifying which stage this shader is bound to.
+2 -2
View File
@@ -711,7 +711,7 @@ rdcarray<VertexInputAttribute> PipeState::GetVertexInputs() const
if(m_D3D11->inputAssembly.bytecode != NULL)
{
rdcarray<SigParameter> &sig = m_D3D11->inputAssembly.bytecode->inputSignature;
const rdcarray<SigParameter> &sig = m_D3D11->inputAssembly.bytecode->inputSignature;
for(int ia = 0; ia < sig.count(); ia++)
{
if(striequal(semName, sig[ia].semanticName) &&
@@ -769,7 +769,7 @@ rdcarray<VertexInputAttribute> PipeState::GetVertexInputs() const
if(m_D3D12->vertexShader.reflection != NULL)
{
rdcarray<SigParameter> &sig = m_D3D12->vertexShader.reflection->inputSignature;
const rdcarray<SigParameter> &sig = m_D3D12->vertexShader.reflection->inputSignature;
for(int ia = 0; ia < sig.count(); ia++)
{
if(striequal(semName, sig[ia].semanticName) &&
+1 -1
View File
@@ -502,7 +502,7 @@ struct Shader
:type: ShaderReflection
)");
ShaderReflection *reflection = NULL;
const ShaderReflection *reflection = NULL;
DOCUMENT(R"(A :class:`ShaderStage` identifying which stage this shader is bound to.