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Refactor custom shaders to abstract binding differences. Closes #2458
* Newly written shaders and any updated shaders can now use pre-defined macros to abstract away binding differences between APIs, so custom shaders will be more portable in particular shaders written in HLSL for D3D or GLSL on OpenGL won't break on vulkan because they refer to incorrect binds.
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@@ -1945,6 +1945,15 @@ building custom shaders for the currently loaded capture. See
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)");
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virtual rdcarray<ShaderEncoding> CustomShaderEncodings() = 0;
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DOCUMENT(R"(Retrieve the list of prefixes for each :class:`~renderdoc.ShaderEncoding` that should
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be added to custom compiled shaders. See
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:meth:`~renderdoc.ReplayController.GetCustomShaderSourcePrefixes`.
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:return: A list of pairs, listing a prefix for each shader encoding referenced.
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:rtype: List[Tuple[ShaderEncoding,str]]
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)");
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virtual rdcarray<ShaderSourcePrefix> CustomShaderSourcePrefixes() = 0;
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DOCUMENT(R"(Retrieve the currently selected :data:`eventId <renderdoc.APIEvent.eventId>`.
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In most cases, prefer using :meth:`CurEvent`. See :meth:`CaptureViewer.OnSelectedEventChanged` for more
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