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vkd3d_shader_descriptor_offset_info Struct Reference

A chained structure containing descriptor offsets. More...

`#include <vkd3d_shader.h>`

Collaboration diagram for vkd3d_shader_descriptor_offset_info:
[legend]

## Data Fields

enum vkd3d_shader_structure_type | type
| Must be set to VKD3D_SHADER_STRUCTURE_TYPE_DESCRIPTOR_OFFSET_INFO.
const void * | next
| Optional pointer to a structure containing further parameters.
unsigned int | descriptor_table_offset
| Byte offset within the push constants of an array of 32-bit descriptor array offsets.
unsigned int | descriptor_table_count
| Size, in elements, of the descriptor table push constant array.
const struct vkd3d_shader_descriptor_offset * | binding_offsets
| Pointer to an array of struct vkd3d_shader_descriptor_offset objects.
const struct vkd3d_shader_descriptor_offset * | uav_counter_offsets
| Pointer to an array of offsets into the descriptor arrays referenced by the 'uav_counters' array in struct vkd3d_shader_interface_info.

## Detailed Description

A chained structure containing descriptor offsets.

This structure is optional.

This structure extends vkd3d_shader_interface_info.

This structure contains only input parameters.

Since
  1.3

## Field Documentation

## binding_offsets

const struct vkd3d_shader_descriptor_offset* vkd3d_shader_descriptor_offset_info::binding_offsets

Pointer to an array of struct vkd3d_shader_descriptor_offset objects.

The 'static_offset' field contains an offset into the descriptor arrays referenced by the 'bindings' array in struct vkd3d_shader_interface_info. This allows mapping multiple shader resource arrays to a single binding point in the target environment.

'dynamic_offset_index' in struct vkd3d_shader_descriptor_offset allows offsets to be set at runtime. The 32-bit descriptor table push constant at this index will be added to 'static_offset' to calculate the final binding offset.

If runtime offsets are not required, set all 'dynamic_offset_index' values to `~0u` and 'descriptor_table_count' to zero.

For example, to map Direct3D constant buffer registers 'cb0[0:3]' and 'cb1[6:7]' to descriptors 8-12 and 4-5 in the Vulkan descriptor array in descriptor set 3 and with binding 2, set the following values in the 'bindings' array in struct vkd3d_shader_interface_info:

type = VKD3D_SHADER_DESCRIPTOR_TYPE_CBV
register_space = 0
register_index = 0
binding.set = 3
binding.binding = 2
binding.count = 4
type = VKD3D_SHADER_DESCRIPTOR_TYPE_CBV
register_space = 0
register_index = 6
binding.set = 3
binding.binding = 2
binding.count = 2
vkd3d_shader_descriptor_offset_info::type
enum vkd3d_shader_structure_type type
Must be set to VKD3D_SHADER_STRUCTURE_TYPE_DESCRIPTOR_OFFSET_INFO.
Definition vkd3d_shader.h:1495
VKD3D_SHADER_DESCRIPTOR_TYPE_CBV
@ VKD3D_SHADER_DESCRIPTOR_TYPE_CBV
The descriptor is a constant buffer view.
Definition vkd3d_shader.h:505

and then pass `{8`, `4}` as static binding offsets here.

This field may be NULL, in which case the corresponding offsets are specified to be 0.

## descriptor_table_offset

unsigned int vkd3d_shader_descriptor_offset_info::descriptor_table_offset

Byte offset within the push constants of an array of 32-bit descriptor array offsets.

See the description of 'binding_offsets' below.

## uav_counter_offsets

const struct vkd3d_shader_descriptor_offset* vkd3d_shader_descriptor_offset_info::uav_counter_offsets

Pointer to an array of offsets into the descriptor arrays referenced by the 'uav_counters' array in struct vkd3d_shader_interface_info.

This works the same way as binding_offsets above.

The documentation for this struct was generated from the following file:

- include/vkd3d_shader.h