update graphics shader info docs
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@ -1,10 +1,10 @@
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---
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---
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title: "Shader Stage State"
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title: "Graphics Shader Info"
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date: 2021-01-28T12:15:13-08:00
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date: 2021-01-28T12:15:13-08:00
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weight: 3
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weight: 3
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---
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---
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We described shader modules earlier, now we get to put them into practice. A shader stage state has three fields: a shader module, an "entry point name", and a "uniform buffer" size.
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We described shader modules earlier, now we get to put them into practice. GraphicsShaderInfo has four fields: a shader module, an "entry point name", a "uniform buffer" size, and a sampler binding count.
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Let's have a look at a simple shader example:
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Let's have a look at a simple shader example:
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@ -81,7 +81,7 @@ var myColorPhaseFragmentShaderModule = new ShaderModule(
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"ColorPhaseFrag.spv"
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"ColorPhaseFrag.spv"
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);
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);
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var myFragmentShaderState = new GraphicsShaderInfo
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var myFragmentShaderInfo = new GraphicsShaderInfo
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{
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{
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ShaderModule = myColorPhaseFragmentShaderModule,
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ShaderModule = myColorPhaseFragmentShaderModule,
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EntryPoint = "main",
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EntryPoint = "main",
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@ -89,3 +89,13 @@ var myFragmentShaderState = new GraphicsShaderInfo
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SamplerCount = 0
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SamplerCount = 0
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};
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};
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```
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```
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There's a convenient method for generating GraphicsShaderInfo given a uniform struct type.
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```cs
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var myFragmentShaderInfo = GraphicsShaderInfo.Create<ColorPhaseUniforms>(
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myColorPhaseFragmentShaderModule,
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"main",
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0
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);
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```
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