Backlog/lib/sdl3/spvreflect/reflected.zig

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1.1 KiB
Zig

pub const shaderTypes = @import("shaderTypes");
pub const int = shaderTypes.int;
pub const uint = shaderTypes.uint;
pub const vec2 = shaderTypes.vec2;
pub const u8vec4 = shaderTypes.u8vec4;
pub const vec3 = shaderTypes.vec3;
pub const vec4 = shaderTypes.vec4;
pub const mat4 = shaderTypes.mat4;
pub const float = shaderTypes.float;
pub const BufferInfo = shaderTypes.BufferInfo;
pub const Uniforms = struct {
time: float,
pub const FieldDetails: []shaderTypes.FieldDetail = &.{
.{ .name = "time", .size = 4, .offset = 0 },
};
pub const Buffer: BufferInfo = .{ .uniform = 0 };
};
// Compile-time validation check
comptime {
shaderTypes.ValidateGeneratedStruct(Uniforms);
}
pub const LoadArgs = shaderTypes.ShaderLoadArgs{
.num_samplers = 1, // The number of samplers defined in the shader.
.num_storage_textures = 0, // The number of storage textures defined in the shader.
.num_storage_buffers = 0, // The number of storage buffers defined in the shader.
.num_uniform_buffers = 1, // The number of uniform buffers defined in the shader.
};