public record class ViewBlockAssetThe uniform block every view in the frame shares — set 1.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The one part of the four-set convention a document has a reason to describe. Sets 2 and 3 belong to a material and a draw and follow from the shaders; set 1 is a contract between shaders — a descriptor set survives a pipeline change only if the layouts agree up to it — so the frame is the only thing that can state it.
Declaring it with no members takes the standard block: the view-projection at 0 and the view position at 64, which is what ViewConstants writes for every view whether or not anybody asked.
Fields and properties (5)
public DescriptorSetSlot SetWhich of the four conventional sets holds it.
public uint BindingWhich binding within that set.
public int SizeHow large the block is, in bytes.
public ShaderStage StagesWhich shader stages read it. The default is what an ordinary material wants; a shadow caster needs Vertex alone.
public ViewMemberAsset[] MembersWhat is in it, or empty for the standard block.
Used by (6)
- CompositorBuilderVixen.Rendering
- GraphicsCompositorAssetVixen.Rendering
- TypeRegistrationVixen.Rendering
- Vixen_Rendering_Compositor_GraphicsCompositorAssetSerializerVixen.Rendering
- Vixen_Rendering_Compositor_ViewBlockAssetSerializerVixen.Rendering
- CompositorDeclarationsVixen.Editor.AssetEditors