ReShade
A generic post-processing injector for games and video software.
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All information needed to update descriptors in a descriptor table. More...
#include <reshade_api_pipeline.hpp>
Public Attributes | |
descriptor_table | table |
Descriptor table to update. More... | |
uint32_t | binding |
OpenGL/Vulkan binding index in the descriptor set. In D3D this is equivalent to the offset (in descriptors) from the start of the table. More... | |
uint32_t | array_offset |
Array index in the specified binding to begin updating at. Only meaningful in Vulkan, in OpenGL and other APIs this has to be 0 (since each array element gets a separate binding). More... | |
uint32_t | count |
Number of descriptors to update, starting at the specified binding. If the specified binding has fewer than count array elements starting from array_offset, then the remainder will be used to update the subsequent binding starting at array element zero, recursively. More... | |
descriptor_type | type |
Type of the specified descriptors. More... | |
const void * | descriptors |
Pointer to an array of descriptors to update in the descriptor table (which should be as large as the specified count). Depending on the descriptor type this should be pointer to an array of buffer_range, resource_view, sampler, sampler_with_resource_view or acceleration_structure. More... | |
All information needed to update descriptors in a descriptor table.
uint32_t reshade::api::descriptor_table_update::array_offset |
Array index in the specified binding to begin updating at. Only meaningful in Vulkan, in OpenGL and other APIs this has to be 0 (since each array element gets a separate binding).
uint32_t reshade::api::descriptor_table_update::binding |
OpenGL/Vulkan binding index in the descriptor set. In D3D this is equivalent to the offset (in descriptors) from the start of the table.
uint32_t reshade::api::descriptor_table_update::count |
Number of descriptors to update, starting at the specified binding. If the specified binding has fewer than count array elements starting from array_offset, then the remainder will be used to update the subsequent binding starting at array element zero, recursively.
const void* reshade::api::descriptor_table_update::descriptors |
Pointer to an array of descriptors to update in the descriptor table (which should be as large as the specified count). Depending on the descriptor type this should be pointer to an array of buffer_range, resource_view, sampler, sampler_with_resource_view or acceleration_structure.
descriptor_table reshade::api::descriptor_table_update::table |
Descriptor table to update.
descriptor_type reshade::api::descriptor_table_update::type |
Type of the specified descriptors.