On Thu, 3 Sep 2020 at 05:41, Zebediah Figura <z.figura12(a)gmail.com> wrote:
+/** + * The dimension of a shader resource, returned as part of + * struct vkd3d_shader_descriptor_info. + */ enum vkd3d_shader_resource_type { + /** + * The dimension is invalid or not applicable for this resource. This value + * is returned for samplers. + */ VKD3D_SHADER_RESOURCE_NONE = 0x0, + /** Dimensionless buffer. */ VKD3D_SHADER_RESOURCE_BUFFER = 0x1, + /** 1-dimensional texture. */ VKD3D_SHADER_RESOURCE_TEXTURE_1D = 0x2, + /** 2-dimensional texture. */ VKD3D_SHADER_RESOURCE_TEXTURE_2D = 0x3, + /** Multisampled 2-dimensional texture. */ VKD3D_SHADER_RESOURCE_TEXTURE_2DMS = 0x4, + /** 3-dimensional texture. */ VKD3D_SHADER_RESOURCE_TEXTURE_3D = 0x5, + /** Cubemap texture. */ VKD3D_SHADER_RESOURCE_TEXTURE_CUBE = 0x6, + /** 1-dimensional array texture. */ VKD3D_SHADER_RESOURCE_TEXTURE_1DARRAY = 0x7, + /** 2-dimensional array texture. */ VKD3D_SHADER_RESOURCE_TEXTURE_2DARRAY = 0x8, + /** Multisampled 2-dimensional array texture. */ VKD3D_SHADER_RESOURCE_TEXTURE_2DMSARRAY = 0x9, + /** Cubemap array texture. */ VKD3D_SHADER_RESOURCE_TEXTURE_CUBEARRAY = 0xa,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_RESOURCE_TYPE), }; It's possible to describe this in terms of dimension (although it's a bit of a stretch to include multisample and arrays there; at that point "topology" would perhaps be more appropriate), but in that case it's a little awkward that the enumeration is called "vkd3d_shader_resource_type".
+/** + * The format of a shader resource, returned as part of + * struct vkd3d_shader_descriptor_info. All formats are 32-bit. + */ enum vkd3d_shader_resource_data_type { + /** Unsigned normalized integer. */ VKD3D_SHADER_RESOURCE_DATA_UNORM = 0x1, + /** Signed normalized integer. */ VKD3D_SHADER_RESOURCE_DATA_SNORM = 0x2, + /** Signed integer. */ VKD3D_SHADER_RESOURCE_DATA_INT = 0x3, + /** Unsigned integer. */ VKD3D_SHADER_RESOURCE_DATA_UINT = 0x4, + /** IEEE floating-point. */ VKD3D_SHADER_RESOURCE_DATA_FLOAT = 0x5,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_RESOURCE_DATA_TYPE), };
"Format" tends to have a specific association in the context of these kinds of APIs. (I.e., VkFormat/DXGI_FORMAT/etc.) What this describes is more like the type of format; what SPIR-V calls the "sampled type" (as opposed to the "image format"), and GLSL calls "sampler type"/"internal texture format"
+/** + * Additional flags describing a shader resource; returned as part of + * struct vkd3d_shader_descriptor_info. + */ enum vkd3d_shader_descriptor_info_flag { + /** + * The counter associated with this UAV resource is read from or written to + * by the shader. + */ VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_COUNTER = 0x00000001, + /** This UAV resource is read from by the shader. */ VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_UAV_READ = 0x00000002, + /** This sampler is a comparison sampler. */ VKD3D_SHADER_DESCRIPTOR_INFO_FLAG_SAMPLER_COMPARISON_MODE = 0x00000004,
VKD3D_FORCE_32_BIT_ENUM(VKD3D_SHADER_DESCRIPTOR_INFO_FLAG), };
Well, they're *descriptor* flags. The SAMPLER_COMPARISON_MODE flag in particular applies to sampler descriptors, not resource view descriptors.
+/** + * Describes a single shader resource; returned as part of + * struct vkd3d_shader_scan_descriptor_info. + */ struct vkd3d_shader_descriptor_info { + /** Type of this resource (eg SRV, CBV, UAV, or sampler). */ enum vkd3d_shader_descriptor_type type; + /** + * Register space of the resource, or 0 if the shader does not + * support multiple register spaces. + */ unsigned int register_space; + /** Register index of the resource. */ unsigned int register_index; + /** Dimension of the resource. */ enum vkd3d_shader_resource_type resource_type; + /** Format of the data contained in the resource (eg float or integer). */ enum vkd3d_shader_resource_data_type resource_data_type; - unsigned int flags; /* vkd3d_shader_descriptor_info_flag */ + /** + * Bitwise combination of zero or more members of + * \ref vkd3d_shader_descriptor_info_flag. + */ + unsigned int flags; + /** Size of this descriptor array, or 1 if a single descriptor. */ unsigned int count; };
A bunch more descriptor/resource conflation here. (And, to complicate it a little more, note that e.g. VKD3D_SHADER_DESCRIPTOR_TYPE_CBV refers to a descriptor for a *view* into a buffer resource.)