+ /** + * The structure is a vkd3d_shader_scan_signature_info structure. + * \since 1.x + */
That should be "\since 1.8". There are a few other instances of this as well.
+/** + * A chained structure containing signatures scanned from a DXBC shader. + * + * All members (except for \ref type and \ref next) are output-only. + * + * This structure is passed to vkd3d_shader_scan() and extends + * vkd3d_shader_compile_info. + * + * Members of this structure are allocated by vkd3d-shader and should be freed + * with vkd3d_shader_free_scan_signature_info() when no longer needed. + * + * \since 1.x + */ +struct vkd3d_shader_scan_signature_info +{ + /** Must be set to VKD3D_SHADER_STRUCTURE_TYPE_SCAN_SIGNATURE_INFO. */ + enum vkd3d_shader_structure_type type; + /** Optional pointer to a structure containing further parameters. */ + const void *next; + + /** + * The parsed input signature embedded in a DXBC shader. + * The structure is zeroed for any other type of shader. + * + * The signature may contain pointers into the input shader, and should + * only be accessed while the input shader remains valid. + */ + struct vkd3d_shader_signature input; + + /** + * The parsed output signature embedded in a DXBC shader. + * The structure is zeroed for any other type of shader. + * + * The signature may contain pointers into the input shader, and should + * only be accessed while the input shader remains valid. + */ + struct vkd3d_shader_signature output; + + /** + * The parsed patch constant signature embedded in a DXBC hull shader. + * The structure is zeroed for any other type of shader. + * + * The signature may contain pointers into the input shader, and should + * only be accessed while the input shader remains valid. + */ + struct vkd3d_shader_signature patch_constant; +};
The text here ties this fairly strongly to the input format, as well as the specifics of DXBC containers. I'm not going to object too much, but I'm not sure that's entirely warranted; I could imagine the the target format/API making a difference for what we return here, as well as compilation options. I could also imagine e.g. compiling HLSL to GLSL, and still wanting information about the input/output interface. Perhaps notably, the API tests here use HLSL as actual source.