Monado OpenXR Runtime
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render_shader_specialization.hpp
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// Copyright 2026, NVIDIA CORPORATION.
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// SPDX-License-Identifier: BSL-1.0
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/*!
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* @file
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* @brief C++ shader specialization map entries for render compute shaders.
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* @ingroup aux_render
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*
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* Entry point for build-generated specialization metadata. Include after the
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* @c render_shader_specialization custom target (or @c aux_shaders) has been built
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* so @c render_shader_specialization.hpp.inc is available on the include path.
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*
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* @par Declared here
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* - @c ShaderSpecializationMap<Key> primary template (specializations are generated below).
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*
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* @par Generated file (@c render_shader_specialization.hpp.inc)
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* - One @c ShaderSpecializationMap specialization per shader listed in
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* @c shader_specializations().
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* - @c RENDER_SHADER_SPECIALIZATION_KEYS(X) — X-macro with one @c X(KeyStruct) entry
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* per generated spec struct (e.g. @c render_distortion_spec).
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* - @c RENDER_SHADER_SPECIALIZATION_CACHE_NAMES(X) and @c RENDER_SHADER_SPECIALIZATION_ENTRIES(X)
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* — same cache-name macros as in @ref render_shader_specialization.h.
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*
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* Struct definitions live in @ref render_shader_specialization.h.
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*
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* Produced by @c cmake/generate_shader_specialization.py via @c cmake/ShaderSpecialization.cmake.
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*/
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#pragma once
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#include "
xrt/xrt_vulkan_includes.h
"
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#include <array>
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#include <cstddef>
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//! Primary template; specializations are in generated @c .hpp.inc file.
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template
<
typename
Key>
struct
ShaderSpecializationMap
;
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#include "
cache/render_shader_specialization.h
"
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#include "render_shader_specialization.hpp.inc"
render_shader_specialization.h
Shader specialization structs for render compute shaders.
ShaderSpecializationMap
Primary template; specializations are in generated .hpp.inc file.
Definition
render_shader_specialization.hpp:36
xrt_vulkan_includes.h
Include all of the Vulkan headers in one place, and cope with any "messy" includes implied by it.
auxiliary
render
cache
render_shader_specialization.hpp
Generated by
1.9.8