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