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| author | Yong He <yonghe@outlook.com> | 2025-01-14 10:38:46 -0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-01-14 10:38:46 -0800 |
| commit | 4e62f98f3abfa1b1e125c371160ed309ca5b6c04 (patch) | |
| tree | a27c1f331d634b382f07d6cef6b02753bf77274d /source/slang | |
| parent | cbdc7e1219e472fd74f7f559d7e417f233e7df39 (diff) | |
Fix documentation on DescriptorHandle. (#6062)
* Fix documentation on DescriptorHandle.
* Fix.
* format code
---------
Co-authored-by: slangbot <186143334+slangbot@users.noreply.github.com>
Diffstat (limited to 'source/slang')
| -rw-r--r-- | source/slang/hlsl.meta.slang | 16 |
1 files changed, 15 insertions, 1 deletions
diff --git a/source/slang/hlsl.meta.slang b/source/slang/hlsl.meta.slang index 7964e26d8..11c4ab6f4 100644 --- a/source/slang/hlsl.meta.slang +++ b/source/slang/hlsl.meta.slang @@ -20932,6 +20932,8 @@ struct ConstBufferPointer // new aliased bindings for each distinct cast type. // +//@public: + /// Represent the kind of a descriptor type. enum DescriptorKind { @@ -21048,8 +21050,18 @@ ${{{{ } }}}} -/// Represents a bindless resource handle. A bindless resource handle is always a concrete type and can be +/// Represents a bindless handle to a descriptor. A descriptor handle is always an ordinary data type and can be /// declared in any memory location. +/// @remarks Opaque descriptor types such as textures(`Texture2D` etc.), `SamplerState` and buffers (e.g. `StructuredBuffer`) +/// can have undefined size and data representation on many targets. On platforms such as Vulkan and D3D12, descriptors are +/// communicated to the shader code by calling the host side API to write the descriptor into a descriptor set or table, instead +/// of directly writing bytes into an ordinary GPU accessible buffer. As a result, oapque handle types cannot be used in places +/// that refer to a ordinary buffer location, such as as element types of a `StructuredBuffer`. +/// However, a `DescriptorHandle<T>` stores a handle (or address) to the actual descriptor, and is always an ordinary data type +/// that can be manipulated directly in the shader code. This gives the developer the flexibility to embed and pass around descriptor +/// parameters throughout the code, to enable cleaner modular designs. +/// See [User Guide](https://shader-slang.com/slang/user-guide/convenience-features.html#descriptorhandle-for-bindless-descriptor-access) +/// for more information on how to use `DescriptorHandle<T>` in your code. __magic_type(DescriptorHandleType) __intrinsic_type($(kIROp_DescriptorHandleType)) struct DescriptorHandle<T:IOpaqueDescriptor> : IComparable @@ -21140,6 +21152,8 @@ extern T getDescriptorFromHandle<T:IOpaqueDescriptor>(DescriptorHandle<T> handle __intrinsic_op($(kIROp_NonUniformResourceIndex)) DescriptorHandle<T> nonuniform<T:IOpaqueDescriptor>(DescriptorHandle<T> ptr); +//@hidden: + __glsl_version(450) __glsl_extension(GL_ARB_shader_clock) [require(glsl_spirv, GL_ARB_shader_clock)] |
