Table of Contents

Class CrossCompileOptions

Namespace
NeoVeldrid.SPIRV
Assembly
NeoVeldrid.SPIRV.dll

Controls the parameters of shader translation from SPIR-V to some target language.

public class CrossCompileOptions
Inheritance
CrossCompileOptions
Inherited Members

Constructors

CrossCompileOptions()

Constructs a new CrossCompileOptions with default values.

public CrossCompileOptions()

CrossCompileOptions(bool, bool)

Constructs a new CrossCompileOptions.

public CrossCompileOptions(bool fixClipSpaceZ, bool invertVertexOutputY)

Parameters

fixClipSpaceZ bool
invertVertexOutputY bool

CrossCompileOptions(bool, bool, params SpecializationConstant[])

Constructs a new CrossCompileOptions.

public CrossCompileOptions(bool fixClipSpaceZ, bool invertVertexOutputY, params SpecializationConstant[] specializations)

Parameters

fixClipSpaceZ bool
invertVertexOutputY bool
specializations SpecializationConstant[]

CrossCompileOptions(bool, bool, bool)

Constructs a new CrossCompileOptions.

public CrossCompileOptions(bool fixClipSpaceZ, bool invertVertexOutputY, bool normalizeResourceNames)

Parameters

fixClipSpaceZ bool
invertVertexOutputY bool
normalizeResourceNames bool

CrossCompileOptions(bool, bool, bool, params SpecializationConstant[])

Constructs a new CrossCompileOptions.

public CrossCompileOptions(bool fixClipSpaceZ, bool invertVertexOutputY, bool normalizeResourceNames, params SpecializationConstant[] specializations)

Parameters

fixClipSpaceZ bool
invertVertexOutputY bool
normalizeResourceNames bool
specializations SpecializationConstant[]

Properties

FixClipSpaceZ

Indicates whether or not the compiled shader output should include a clip-space Z-range fixup at the end of the vertex shader.

public bool FixClipSpaceZ { get; set; }

Property Value

bool

InvertVertexOutputY

Indicates whether or not the compiled shader output should include a fixup at the end of the vertex shader which inverts the clip-space Y value.

public bool InvertVertexOutputY { get; set; }

Property Value

bool

NormalizeResourceNames

Indicates whether all resource names should be forced into a normalized form. This has functional impact on compilation targets where resource names are meaningful, like GLSL.

public bool NormalizeResourceNames { get; set; }

Property Value

bool

Specializations

An array of SpecializationConstant which will be substituted into the shader as new constants.

public SpecializationConstant[] Specializations { get; set; }

Property Value

SpecializationConstant[]