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WisShaderVisibility Struct Reference

Detailed Description

Specification


C version:

// Provided by Wisdom 0.7.0.
typedef enum WisShaderVisibility {
WisShaderVisibilityAll = 0,
WisShaderVisibilityVertex = 1,
WisShaderVisibilityHull = 2,
WisShaderVisibilityDomain = 3,
WisShaderVisibilityGeometry = 4,
WisShaderVisibilityPixel = 5,
WisShaderVisibilityAmplification = 6,
WisShaderVisibilityMesh = 7,
WisShaderVisibilityCount = 8,

C++ version:

namespace wis{
// Provided by Wisdom 0.7.0.
enum class ShaderVisibility {
All = 0,
Vertex = 1,
Hull = 2,
Domain = 3,
Geometry = 4,
Pixel = 5,
Amplification = 6,
Mesh = 7,
Count = 8,
};
}

Description


Shader stages that can be used in the pipeline. Main use is Root signature and descriptor management. Stages have no granularity, either all or one can be selected.

Note
Translates to D3D12_SHADER_VISIBILITY for DirectX 12 implementation, and VkShaderStageFlags for Vulkan implementation.

Values:

  • WisShaderVisibilityAll = 0: All shader stages.
  • WisShaderVisibilityVertex = 1: Vertex shader stage.
  • WisShaderVisibilityHull = 2: Hull/Tessellation control shader stage.
  • WisShaderVisibilityDomain = 3: Domain/Tessellation evaluation shader stage.
  • WisShaderVisibilityGeometry = 4: Geometry shader stage.
  • WisShaderVisibilityPixel = 5: Pixel/Fragment shader stage.
  • WisShaderVisibilityAmplification = 6: Amplification shader stage.
  • WisShaderVisibilityMesh = 7: Mesh shader stage.
  • WisShaderVisibilityCount = 8: Number of stages.

See Also


See also
Structs: WisStaticSamplerDesc, WisPushConstant, WisPushDescriptor, WisDescriptorTable