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
CrossCompileOptions(bool, bool, params SpecializationConstant[])
Constructs a new CrossCompileOptions.
public CrossCompileOptions(bool fixClipSpaceZ, bool invertVertexOutputY, params SpecializationConstant[] specializations)
Parameters
fixClipSpaceZboolinvertVertexOutputYboolspecializationsSpecializationConstant[]
CrossCompileOptions(bool, bool, bool)
Constructs a new CrossCompileOptions.
public CrossCompileOptions(bool fixClipSpaceZ, bool invertVertexOutputY, bool normalizeResourceNames)
Parameters
CrossCompileOptions(bool, bool, bool, params SpecializationConstant[])
Constructs a new CrossCompileOptions.
public CrossCompileOptions(bool fixClipSpaceZ, bool invertVertexOutputY, bool normalizeResourceNames, params SpecializationConstant[] specializations)
Parameters
fixClipSpaceZboolinvertVertexOutputYboolnormalizeResourceNamesboolspecializationsSpecializationConstant[]
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
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
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
Specializations
An array of SpecializationConstant which will be substituted into the shader as new constants.
public SpecializationConstant[] Specializations { get; set; }