Table of Contents

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

Name string

The HLSL variable name (== the effect parameter name).

BaseRegister int

First 16-byte register the member occupies.

RegisterCount int

Registers occupied: 1 per float/vec2/vec3/vec4, 4 per mat4, 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

int

Name

The HLSL variable name (== the effect parameter name).

public string Name { get; init; }

Property Value

string

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; }

Property Value

int