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#include "common/Export.h"#include "common/ResourceRef.h"#include "common/Value.h"#include <cstdint>#include <string>#include <vector>类 | |
| struct | eve::asset::ShaderAssetParameter |
| One sequential float/vector push-constant parameter, owned by the definition. 更多... | |
| struct | eve::asset::ShaderAsset |
| Owning CPU program snapshot; decoding does not prove GPU/descriptor compatibility. 更多... | |
| struct | eve::asset::ShaderAssetLimits |
| Admission bounds checked before copying stage words. 更多... | |
命名空间 | |
| namespace | eve |
| Build metadata (engine git commit, build time, third-party version). | |
| namespace | eve::asset |
枚举 | |
| enum class | eve::asset::ShaderAssetInterface { eve::asset::Sprite2D , eve::asset::Mesh3D } |
| Fixed graphics binding contract; this is not an arbitrary pipeline layout. 更多... | |
函数 | |
| Result< ShaderAsset > | eve::asset::decodeShaderAsset (const Value &definition, const ShaderAssetLimits &limits={}) |
Decode strict eve.shader/1 metadata with SPIR-V 1.0 through 1.6 stages. | |
| EVENGINE_API_FOUNDATION Result< ShaderAsset > | eve::asset::loadShaderAsset (const EvpackResourceReader &reader, const AssetRef &asset, const EvpackCapabilities &capabilities) |
Read and decode one capability-selected eve.shader/1 from an admitted runtime package. | |