Class MonoGameGlslUniform
- Namespace
- ShadowDusk.GLSL
- Assembly
- ShadowDusk.GLSL.dll
One uniform-block member modelled into the shader's single
{vs,ps}_uniforms_vec4[] register space (Phase 43 F4/F5/F6). The pipeline
builds the per-shader .mgfx constant-buffer record DIRECTLY from this layout, so
the record's offsets are guaranteed to agree with the indices the emitted GLSL
reads — they come from the same allocation.
public sealed record MonoGameGlslUniform : IEquatable<MonoGameGlslUniform>
- Inheritance
-
MonoGameGlslUniform
- Implements
- Inherited Members
Constructors
MonoGameGlslUniform(string, int, int)
One uniform-block member modelled into the shader's single
{vs,ps}_uniforms_vec4[] register space (Phase 43 F4/F5/F6). The pipeline
builds the per-shader .mgfx constant-buffer record DIRECTLY from this layout, so
the record's offsets are guaranteed to agree with the indices the emitted GLSL
reads — they come from the same allocation.
public MonoGameGlslUniform(string Name, int BaseRegister, int RegisterCount)
Parameters
NamestringThe HLSL variable name (== the effect parameter name).
BaseRegisterintFirst 16-byte register the member occupies.
RegisterCountintRegisters occupied: 1 per
float/vec2/vec3/vec4, 4 permat4, multiplied by the array element count for array members.
Properties
BaseRegister
First 16-byte register the member occupies.
public int BaseRegister { get; init; }
Property Value
Name
The HLSL variable name (== the effect parameter name).
public string Name { get; init; }
Property Value
RegisterCount
Registers occupied: 1 per float/vec2/vec3/vec4, 4 per mat4,
multiplied by the array element count for array members.
public int RegisterCount { get; init; }