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
spirvReadOnlySpan<byte>stageShaderStageconstantBufferConstantBufferReflectiontexturesIReadOnlyList<TextureReflection>samplersIReadOnlyList<SamplerReflection>
Returns
- byte[]