MSL: Add some comments about how we remap bindings for IAB.

This commit is contained in:
Hans-Kristian Arntzen 2019-03-15 13:07:59 +01:00
parent c310b40fd3
commit a5f072d2ab

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@ -54,6 +54,10 @@ struct MSLVertexAttr
// Matches the binding index of a MSL resource for a binding within a descriptor set.
// Taken together, the stage, desc_set and binding combine to form a reference to a resource
// descriptor used in a particular shading stage.
// If using MSL 2.0 argument buffers, the binding reference we remap to will become an [[id(N)]] attribute within
// the "descriptor set" argument buffer structure.
// For resources which are bound in the "classic" MSL 1.0 way, the remap will become a
// [[buffer(N)]], [[texture(N)]] or [[sampler(N)]].
struct MSLResourceBinding
{
spv::ExecutionModel stage = spv::ExecutionModelMax;
@ -181,6 +185,9 @@ public:
bool capture_output_to_buffer = false;
bool swizzle_texture_samples = false;
bool tess_domain_origin_lower_left = false;
// Enable use of MSL 2.0 indirect argument buffers.
// MSL 2.0 must also be enabled.
bool argument_buffers = false;
// Fragment output in MSL must have at least as many components as the render pass.