SHADER_PARAMETER、 SHADER_PARAMETER_ARRAY 添加常量缓冲区存储值、添加常量缓冲区存储的值数组。 SHADER_PARAMETER_TEXTURE 、SHADER_PARAMETER_TEXTURE_ARRAY 添加一个texture SHADER_PARAMETER_SRV、SHADER_PARAMETER_SRV_ARRAY 添加着色器资源视图、视
minValue Array [0] maxValue Array [50] defaultValue Array [25] 通常,开发人员代码不直接创建 ShaderParameter 实例。在创建 Shader 实例时,将为着色器的每个参数创建一个 ShaderParameter 实例。 相关API 元素 flash.display.ShaderDataflash.display.Shader.data 公共属性 显示继承的公共属性 属性由以下参数...
LAYOUT_FIELD(FShaderResourceParameter, TextureParam); // 等价于: FShaderResourceParameter TextureParam; LAYOUT_FIELD(FRWShaderParameter, OutputUAV); // 等价于: FRWShaderParameter OutputUAV; // 数组, 第3个参数是最大数量. LAYOUT_ARRAY(FShaderResourceParameter, TextureArray, 5); // 等价于: FShad...
flash.display.ShaderParameter precisionHint свойство precisionHint:String Языкверсии:ActionScript 3.0 Версиисредывыполнения:Flash Player 10, AIR 1.5 Точностьвычисленияматематическихопераций, выпо...
getShaderParameter(shader, this._glContext.COMPILE_STATUS); if (!status) { cc.log("cocos2d: ERROR: Failed to compile shader:\n" + this._glContext.getShaderSource(shader)); if (type == this._glContext.VERTEX_SHADER) cc.log("cocos2d: \n" + this.vertexShaderLog()); else cc.log("...
functioncompile(shader,source){gl.shaderSource(shader,source)gl.compileShader(shader);if(!gl.getShaderParameter(shader,gl.COMPILE_STATUS)){console.error(gl.getShaderInfoLog(shader))}}letprogramfunctionsetup(){constvs=gl.createShader(gl.VERTEX_SHADER)constfs=gl.createShader(gl.FRAGMENT_SHADER)compile...
This example demonstrates how to determine whether a shader requires a draw parameter buffer via vertex shader reflection information. When using the standalone compiler, Metal shader converter conveniently includes this information in the generated metallib’s companion JSON file. // Get reflection data...
GetGlobalVectorArrayGets a global vector array for all shaders previously set using SetGlobalVectorArray. IsKeywordEnabledChecks whether a global shader keyword is enabled. PropertyToIDGets unique identifier for a shader property name. SetGlobalBufferSets a global buffer property for all shaders. ...
D3D12_GRAPHICS_PIPELINE_STATE_DESC和D3D12_COMPUTE_PIPELINE_STATE_DESC对象包含描述各种着色器类型的D3D12_SHADER_BYTECODE结构。 从FXC/DXC 加载着色器时,这可能是从磁盘加载的整个已编译 Blob。 要求 标头d3d12.h 另请参阅 CD3DX12_SHADER_BYTECODE ...
This change was made to bring compatibility with the DXIL backend, which only supports non-array type outputs in the domain stage. The Circle spirv::tesc attribute takes one argument: the number of patch vertices. This corresponds with a host call to glPatchParameteri(GL_PATCH_VERTICES, count...