Table of Contents

Class VulkanShaderCodeWrapper

Namespace
ShadowDusk.Core
Assembly
ShadowDusk.Core.dll

Wraps raw SPIR-V bytecode in the Vulkan descriptor-layout header MonoGame 3.8.5's real Vulkan writer prepends before the per-shader ShaderCode field (see plan/DONE/PHASE-32-appendix/vulkan-mgfx-format-spec.md — read from MonoGame's own source, not reverse-engineered). MonoGame's DesktopVK Effect reader expects this exact shape for the Vulkan profile; every other profile writes raw bytecode unwrapped.

public static class VulkanShaderCodeWrapper
Inheritance
VulkanShaderCodeWrapper
Inherited Members

Methods

Wrap(ReadOnlySpan<byte>, ShaderStage, ConstantBufferReflection?, IReadOnlyList<TextureReflection>, IReadOnlyList<SamplerReflection>)

public static byte[] Wrap(ReadOnlySpan<byte> spirv, ShaderStage stage, ConstantBufferReflection? constantBuffer, IReadOnlyList<TextureReflection> textures, IReadOnlyList<SamplerReflection> samplers)

Parameters

spirv ReadOnlySpan<byte>
stage ShaderStage
constantBuffer ConstantBufferReflection
textures IReadOnlyList<TextureReflection>
samplers IReadOnlyList<SamplerReflection>

Returns

byte[]