MayaFlux 1.0.0
Digital-First Multimedia Processing Framework
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◆ get_active_descriptor_bindings()

std::vector< DescriptorBindingInfo > MayaFlux::Portal::Graphics::ShaderFoundry::get_active_descriptor_bindings ( ShaderID  shader_id)

Get the descriptor bindings a shader's entry point statically uses.

Parameters
shader_idID of compiled shader
Returns
Used bindings only, excluding declared but unused resources

Definition at line 616 of file ShaderFoundry.cpp.

617{
618 std::vector<DescriptorBindingInfo> bindings;
619
620 auto it = m_shaders.find(shader_id);
621 if (it == m_shaders.end()) {
622 return bindings;
623 }
624
625 for (const auto& binding : it->second.module->get_active_bindings()) {
626 bindings.push_back({ .set = binding.set,
627 .binding = binding.binding,
628 .type = binding.type,
629 .name = binding.name });
630 }
631
632 return bindings;
633}
std::unordered_map< ShaderID, ShaderState > m_shaders

References m_shaders.

Referenced by MayaFlux::Buffers::RenderProcessor::initialize_pipeline().

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