Class ShaderLoader.ParsedShaderData
Namespace: ValveResourceFormat.Renderer.Shaders
Assembly: Renderer.dll
Preprocessed shader source with defines, uniforms, and compiled stage code.
public class ShaderLoader.ParsedShaderDataInheritance
object ← ShaderLoader.ParsedShaderData
Properties
Defines
Gets the map of define names to their default byte values extracted from the shader source.
public Dictionary<string, byte> Defines { get; }Property Value
Extensions
Gets the #extension directives hoisted out of the shader source. They have to precede every non-preprocessor token, and the packed uniform block is one, so the header emits them.
public HashSet<string> Extensions { get; }Property Value
GlobalsDeclarations
Gets the packable uniform declarations collected from every stage, in source order.
public List<GlobalsDeclaration> GlobalsDeclarations { get; }Property Value
GlobalsLayout
Gets the packed layout of . Built once all stages have been preprocessed, and shared by every static combo variant compiled from this source.
public GlobalsLayout GlobalsLayout { get; set; }Property Value
RenderModes
Gets the set of render mode names declared in the shader source.
public HashSet<string> RenderModes { get; }Property Value
ReservedTextures
Gets the reserved texture samplers declared in the shader source. A superset of what the linker keeps, since the source is read before any combo is resolved; see .
public HashSet<string> ReservedTextures { get; }Property Value
SamplerUserConfigUniforms
Gets the set of sampler uniform names annotated with // Sampler(UserConfig).
public HashSet<string> SamplerUserConfigUniforms { get; }Property Value
SourceFiles
Gets the ordered list of source file names included during preprocessing, used for error reporting.
public List<string> SourceFiles { get; }Property Value
Sources
Gets the preprocessed GLSL source text for each shader stage.
public Dictionary<ShaderProgramType, string> Sources { get; }Property Value
Dictionary<ShaderProgramType, string>
SrgbUniforms
Gets the set of uniform names annotated with // SrgbRead(true).
public HashSet<string> SrgbUniforms { get; }Property Value
Uniforms
Gets the set of uniform names declared in the shader source.
public HashSet<string> Uniforms { get; }
