public record class EffectVertexInputDataOne vertex attribute the shader reads, and the location it reads it at.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Carried because the locations are not what a host would guess. A shader's stream variables take locations first, so ForwardPlus's four vertex inputs start at five — and a pipeline built against zero-based attributes is refused outright, which is the one merciful failure in this family.
The layout is still the mesh's: a stride, an offset and which buffer each attribute comes out of are facts about how vertices were packed, and no shader knows them. What the shader knows is which name it wants at which location, which is this.
Fields and properties (3)
public string NameThe parameter's name in the shader's vertex entry point.
public int LocationWhich attribute location it is bound to.
public ShaderValueKind KindIts type, which decides the format a buffer has to supply.
Methods (1)
public EffectVertexInputData(string Name = "", int Location = 0, ShaderValueKind Kind = Unknown)One vertex attribute the shader reads, and the location it reads it at.
Used by (7)
- ClusteredShadingDeviceTestsVixen.Graphics.Golden.Tests
- EffectDataVixen.Shaders
- EffectLoaderVixen.Shaders
- TypeRegistrationVixen.Shaders
- Vixen_Shaders_EffectDataSerializerVixen.Shaders
- Vixen_Shaders_EffectVertexInputDataSerializerVixen.Shaders
- EffectTranslatorVixen.ShaderCompiler