Table of Contents

Class D3DCompileRequest

Namespace
ShadowDusk.HLSL.D3DCompiler
Assembly
ShadowDusk.HLSL.dll

A request to compile preprocessed HLSL to D3D bytecode behind IDxbcShaderCompiler. Mirrors DxcCompileRequest. By default the profile is derived from Stage as SM5 (vs_5_0/ps_5_0 — the MonoGame DX11 path); ProfileOverride selects a different profile (the FNA fx_2_0 path compiles at SM1–3, e.g. "ps_3_0").

public sealed class D3DCompileRequest
Inheritance
D3DCompileRequest
Inherited Members

Properties

AllowWarnings

When true, compiler warnings do not fail the compile.

public bool AllowWarnings { get; init; }

Property Value

bool

EmbedDebugInfo

When true, debug information is embedded in the output bytecode.

public bool EmbedDebugInfo { get; init; }

Property Value

bool

EntryPoint

The entry-point function name to compile.

public required string EntryPoint { get; init; }

Property Value

string

HlslSource

The preprocessed HLSL source to compile.

public required string HlslSource { get; init; }

Property Value

string

ProfileOverride

Explicit shader profile (e.g. "ps_2_0", "vs_3_0"). When null (the default), the backend derives SM5 from Stage — keeping the existing DirectX path byte-identical. An SM ≤ 3 profile makes the vkd3d backend emit a bare D3D9 token stream (D3dBytecode) instead of DXBC_TPF.

public string? ProfileOverride { get; init; }

Property Value

string

SourceFileName

The logical file name reported in diagnostics.

public required string SourceFileName { get; init; }

Property Value

string

Stage

The shader stage (vertex/pixel) the entry point belongs to.

public required ShaderStage Stage { get; init; }

Property Value

ShaderStage