public readonly record struct DescriptorWriteOne binding to point at a resource.
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Fields and properties (9)
public uint BindingWhich binding within the set.
public DescriptorKind KindWhat kind of resource it is.
public BufferHandle BufferThe buffer, for a buffer binding.
public long OffsetWhere in the buffer it starts.
public long SizeHow much of the buffer, or 0 for the rest of it.
public TextureViewHandle TextureViewThe view, for a texture binding.
public SamplerHandle SamplerThe sampler, for a sampler binding.
public int ArrayIndexWhich element, for an array binding.
public AccelerationStructureHandle StructureThe structure, for an acceleration-structure binding.
Methods (8)
public DescriptorWrite(uint Binding, DescriptorKind Kind, BufferHandle Buffer = default(BufferHandle), long Offset = 0, long Size = 0, TextureViewHandle TextureView = default(TextureViewHandle), SamplerHandle Sampler = default(SamplerHandle), int ArrayIndex = 0, AccelerationStructureHandle Structure = default(AccelerationStructureHandle))One binding to point at a resource.
public static DescriptorWrite Uniform(uint binding, BufferHandle buffer, long offset = 0, long size = 0)Binds a uniform buffer.
public static DescriptorWrite DynamicUniform(uint binding, BufferHandle buffer, long offset = 0, long size = 0)Binds a uniform buffer whose offset is supplied per draw.
public static DescriptorWrite Storage(uint binding, BufferHandle buffer, long offset = 0, long size = 0)Binds a storage buffer.
public static DescriptorWrite Texture(uint binding, TextureViewHandle view, int arrayIndex = 0)Binds a sampled texture.
public static DescriptorWrite StorageImage(uint binding, TextureViewHandle view, int arrayIndex = 0)Binds a storage image — one a shader loads and stores rather than samples.
public static DescriptorWrite SamplerAt(uint binding, SamplerHandle sampler)Binds a sampler.
public static DescriptorWrite Acceleration(uint binding, AccelerationStructureHandle structure)Binds a top-level acceleration structure for a ray query to open against.
Used by (68, showing 40)
- PbrShowcaseGamePbrShowcase
- VirtualGeometryGameVirtualGeometry
- BinVixen.Rendering
- BindlessFrameTestsVixen.Rendering.Tests
- BindlessSamplingDeviceTestsVixen.Graphics.Golden.Tests
- BindlessSetLayoutTestsVixen.Shaders.Tests
- BindlessTableVixen.Graphics
- BindlessTableDeviceTestsVixen.Graphics.Golden.Tests
- BindlessTableTestsVixen.Graphics.Tests
- BoundBindingsVixen.Rendering
- ComputeRendererVixen.Rendering
- DescriptorAllocatorVixen.Graphics
- DescriptorAllocatorTestsVixen.Graphics.Tests
- EffectSetWriterVixen.Rendering
- FixtureVixen.Graphics.Golden.Tests
- FoliageCullPassVixen.Rendering.Terrain
- ForwardLightingRenderFeatureVixen.Rendering
- FullScreenRendererVixen.Rendering
- GlDescriptorSetVixen.Graphics.OpenGL
- GlDeviceVixen.Graphics.OpenGL
- GlDeviceTestsVixen.Graphics.OpenGL.Tests
- GlReplayTestsVixen.Graphics.OpenGL.Tests
- GpuClusterRasterVixen.Rendering
- GpuClusterResolveVixen.Rendering
- GpuClusterSoftwareRasterVixen.Rendering
- GpuClusterVisibilityVixen.Rendering
- GpuDrawArgumentsVixen.Rendering
- GpuVisibilityGroupVixen.Rendering
- GpuVisibilityTilesVixen.Rendering
- GrassDispatchVixen.Rendering.Terrain
- GrassDrawPassVixen.Rendering.Terrain
- HiZPyramidVixen.Rendering
- IGraphicsDeviceVixen.Graphics
- ImpostorBakeVixen.Rendering
- ImpostorCapturePassVixen.Rendering
- IrradianceFieldFillVixen.Rendering
- IrradianceFieldRepairVixen.Rendering
- KeyComparerVixen.Graphics
- MaterialRenderFeatureVixen.Rendering
- NativeWebGpuTestsVixen.Graphics.WebGPU.Tests