diff options
| author | Mark Lobodzinski <mark@lunarg.com> | 2015-01-29 08:55:56 -0600 |
|---|---|---|
| committer | Courtney Goeltzenleuchter <courtney@LunarG.com> | 2015-02-04 17:58:10 -0700 |
| commit | c4fffc7c6f3b4ae4cc1f969c2d0985091fe41adb (patch) | |
| tree | 8a64e7dec3aa2dea0f0258fe9c256ff39eee276d /docs | |
| parent | 5f192769a661b589df055884165425b77aa814c8 (diff) | |
| download | usermoji-c4fffc7c6f3b4ae4cc1f969c2d0985091fe41adb.tar.xz | |
xgl: Remove XGL_* typedef wrappers
Part of moving to xgl.h rev#38, svn rev 29293-29302
Diffstat (limited to 'docs')
| -rw-r--r-- | docs/xgl_ds.dot | 28 | ||||
| -rw-r--r-- | docs/xgl_full_pipeline_ds.dot | 60 | ||||
| -rw-r--r-- | docs/xgl_graphics_pipeline.dot | 32 |
3 files changed, 60 insertions, 60 deletions
diff --git a/docs/xgl_ds.dot b/docs/xgl_ds.dot index befb0e45..e7496de0 100644 --- a/docs/xgl_ds.dot +++ b/docs/xgl_ds.dot @@ -12,27 +12,27 @@ subgraph clusterDSCreate1 { label="xglCreateDescriptorSet()" "_XGL_DESCRIPTOR_SET_CREATE_INFO1" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext=NULL</TD></TR><TR><TD PORT="f3">XGL_UINT</TD><TD PORT="f4">slots=14</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD>const void*</TD><TD PORT="f2">pNext=NULL</TD></TR><TR><TD PORT="f3">uint32_t</TD><TD PORT="f4">slots=14</TD></TR></TABLE>> ]; } subgraph clusterDSCreate2 { label="xglCreateDescriptorSet()" "_XGL_DESCRIPTOR_SET_CREATE_INFO2" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext=NULL</TD></TR><TR><TD PORT="f3">XGL_UINT</TD><TD PORT="f4">slots=20</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD>const void*</TD><TD PORT="f2">pNext=NULL</TD></TR><TR><TD PORT="f3">uint32_t</TD><TD PORT="f4">slots=20</TD></TR></TABLE>> ]; } subgraph clusterSamplerCreate { label="xglCreateSampler - multiple calls return unique XGL_SAMPLER handles" "_XGL_SAMPLER_CREATE_INFO_0" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f3">const XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_TEX_FILTER</TD><TD PORT="f6">magFilter</TD></TR><TR><TD PORT="f7">XGL_TEX_FILTER</TD><TD PORT="f8">minFilter</TD></TR><TR><TD PORT="f9">XGL_TEX_MIPMAP_MODE</TD><TD PORT="f10">mipMode</TD></TR><TR><TD PORT="f11">XGL_TEX_ADDRESS</TD><TD PORT="f12">addressU</TD></TR><TR><TD PORT="f13">XGL_TEX_ADDRESS</TD><TD PORT="f14">addressV</TD></TR><TR><TD PORT="f15">XGL_TEX_ADDRESS</TD><TD PORT="f16">addressW</TD></TR><TR><TD PORT="f17">XGL_FLOAT</TD><TD PORT="f18">mipLodBias</TD></TR><TR><TD PORT="f19">XGL_UINT</TD><TD PORT="f20">maxAnisotropy</TD></TR><TR><TD PORT="f21">XGL_COMPARE_FUNC</TD><TD PORT="f22">compareFunc</TD></TR><TR><TD PORT="f23">XGL_FLOAT</TD><TD PORT="f24">minLod</TD></TR><TR><TD PORT="f25">XGL_FLOAT</TD><TD PORT="f26">maxLod</TD></TR><TR><TD PORT="f27">XGL_BORDER_COLOR_TYPE</TD><TD PORT="f28">borderColorType</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f3">const void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_TEX_FILTER</TD><TD PORT="f6">magFilter</TD></TR><TR><TD PORT="f7">XGL_TEX_FILTER</TD><TD PORT="f8">minFilter</TD></TR><TR><TD PORT="f9">XGL_TEX_MIPMAP_MODE</TD><TD PORT="f10">mipMode</TD></TR><TR><TD PORT="f11">XGL_TEX_ADDRESS</TD><TD PORT="f12">addressU</TD></TR><TR><TD PORT="f13">XGL_TEX_ADDRESS</TD><TD PORT="f14">addressV</TD></TR><TR><TD PORT="f15">XGL_TEX_ADDRESS</TD><TD PORT="f16">addressW</TD></TR><TR><TD PORT="f17">float</TD><TD PORT="f18">mipLodBias</TD></TR><TR><TD PORT="f19">uint32_t</TD><TD PORT="f20">maxAnisotropy</TD></TR><TR><TD PORT="f21">XGL_COMPARE_FUNC</TD><TD PORT="f22">compareFunc</TD></TR><TR><TD PORT="f23">float</TD><TD PORT="f24">minLod</TD></TR><TR><TD PORT="f25">float</TD><TD PORT="f26">maxLod</TD></TR><TR><TD PORT="f27">XGL_BORDER_COLOR_TYPE</TD><TD PORT="f28">borderColorType</TD></TR></TABLE>> ]; "SAMPLER_ELLIPSES" [ label = "..." ]; "_XGL_SAMPLER_CREATE_INFO_19" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f3">const XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_TEX_FILTER</TD><TD PORT="f6">magFilter</TD></TR><TR><TD PORT="f7">XGL_TEX_FILTER</TD><TD PORT="f8">minFilter</TD></TR><TR><TD PORT="f9">XGL_TEX_MIPMAP_MODE</TD><TD PORT="f10">mipMode</TD></TR><TR><TD PORT="f11">XGL_TEX_ADDRESS</TD><TD PORT="f12">addressU</TD></TR><TR><TD PORT="f13">XGL_TEX_ADDRESS</TD><TD PORT="f14">addressV</TD></TR><TR><TD PORT="f15">XGL_TEX_ADDRESS</TD><TD PORT="f16">addressW</TD></TR><TR><TD PORT="f17">XGL_FLOAT</TD><TD PORT="f18">mipLodBias</TD></TR><TR><TD PORT="f19">XGL_UINT</TD><TD PORT="f20">maxAnisotropy</TD></TR><TR><TD PORT="f21">XGL_COMPARE_FUNC</TD><TD PORT="f22">compareFunc</TD></TR><TR><TD PORT="f23">XGL_FLOAT</TD><TD PORT="f24">minLod</TD></TR><TR><TD PORT="f25">XGL_FLOAT</TD><TD PORT="f26">maxLod</TD></TR><TR><TD PORT="f27">XGL_BORDER_COLOR_TYPE</TD><TD PORT="f28">borderColorType</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f3">const void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_TEX_FILTER</TD><TD PORT="f6">magFilter</TD></TR><TR><TD PORT="f7">XGL_TEX_FILTER</TD><TD PORT="f8">minFilter</TD></TR><TR><TD PORT="f9">XGL_TEX_MIPMAP_MODE</TD><TD PORT="f10">mipMode</TD></TR><TR><TD PORT="f11">XGL_TEX_ADDRESS</TD><TD PORT="f12">addressU</TD></TR><TR><TD PORT="f13">XGL_TEX_ADDRESS</TD><TD PORT="f14">addressV</TD></TR><TR><TD PORT="f15">XGL_TEX_ADDRESS</TD><TD PORT="f16">addressW</TD></TR><TR><TD PORT="f17">float</TD><TD PORT="f18">mipLodBias</TD></TR><TR><TD PORT="f19">uint32_t</TD><TD PORT="f20">maxAnisotropy</TD></TR><TR><TD PORT="f21">XGL_COMPARE_FUNC</TD><TD PORT="f22">compareFunc</TD></TR><TR><TD PORT="f23">float</TD><TD PORT="f24">minLod</TD></TR><TR><TD PORT="f25">float</TD><TD PORT="f26">maxLod</TD></TR><TR><TD PORT="f27">XGL_BORDER_COLOR_TYPE</TD><TD PORT="f28">borderColorType</TD></TR></TABLE>> ]; } subgraph clusterSamplerAttach @@ -52,45 +52,45 @@ subgraph clusterMemoryView { label="xglAttachMemoryViewDescriptors - pMemViews array of XGL_MEMORY_VIEW_ATTACH_INFO structs" "_XGL_MEMORY_VIEW_ATTACH_INFO_3" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_GPU_MEMORY</TD><TD PORT="f6">mem</TD></TR><TR><TD PORT="f7">XGL_GPU_SIZE</TD><TD PORT="f8">offset</TD></TR><TR><TD PORT="f9">XGL_GPU_SIZE</TD><TD PORT="f10">range</TD></TR><TR><TD PORT="f11">XGL_GPU_SIZE</TD><TD PORT="f12">stride</TD></TR><TR><TD PORT="f13">XGL_FORMAT</TD><TD PORT="f14">format</TD></TR><TR><TD PORT="f15">XGL_MEMORY_STATE</TD><TD PORT="f16">state</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_GPU_MEMORY</TD><TD PORT="f6">mem</TD></TR><TR><TD PORT="f7">XGL_GPU_SIZE</TD><TD PORT="f8">offset</TD></TR><TR><TD PORT="f9">XGL_GPU_SIZE</TD><TD PORT="f10">range</TD></TR><TR><TD PORT="f11">XGL_GPU_SIZE</TD><TD PORT="f12">stride</TD></TR><TR><TD PORT="f13">XGL_FORMAT</TD><TD PORT="f14">format</TD></TR><TR><TD PORT="f15">XGL_MEMORY_STATE</TD><TD PORT="f16">state</TD></TR></TABLE>> ]; "MEM_VIEW_ELLIPSES" [ label = "..." ]; "_XGL_MEMORY_VIEW_ATTACH_INFO_0" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_GPU_MEMORY</TD><TD PORT="f6">mem</TD></TR><TR><TD PORT="f7">XGL_GPU_SIZE</TD><TD PORT="f8">offset</TD></TR><TR><TD PORT="f9">XGL_GPU_SIZE</TD><TD PORT="f10">range</TD></TR><TR><TD PORT="f11">XGL_GPU_SIZE</TD><TD PORT="f12">stride</TD></TR><TR><TD PORT="f13">XGL_FORMAT</TD><TD PORT="f14">format</TD></TR><TR><TD PORT="f15">XGL_MEMORY_STATE</TD><TD PORT="f16">state</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_GPU_MEMORY</TD><TD PORT="f6">mem</TD></TR><TR><TD PORT="f7">XGL_GPU_SIZE</TD><TD PORT="f8">offset</TD></TR><TR><TD PORT="f9">XGL_GPU_SIZE</TD><TD PORT="f10">range</TD></TR><TR><TD PORT="f11">XGL_GPU_SIZE</TD><TD PORT="f12">stride</TD></TR><TR><TD PORT="f13">XGL_FORMAT</TD><TD PORT="f14">format</TD></TR><TR><TD PORT="f15">XGL_MEMORY_STATE</TD><TD PORT="f16">state</TD></TR></TABLE>> ]; } subgraph clusterImageView { label="xglAttachImageViewDescriptors - pImageViews array of XGL_IMAGE_VIEW_ATTACH_INFO structs" "_XGL_IMAGE_VIEW_ATTACH_INFO_9" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_IMAGE_VIEW</TD><TD PORT="f6">view</TD></TR><TR><TD PORT="f7">XGL_IMAGE_STATE</TD><TD PORT="f8">state</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_IMAGE_VIEW</TD><TD PORT="f6">view</TD></TR><TR><TD PORT="f7">XGL_IMAGE_STATE</TD><TD PORT="f8">state</TD></TR></TABLE>> ]; "IMG_VIEW_ELLIPSES" [ label = "..." ]; "_XGL_IMAGE_VIEW_ATTACH_INFO_0" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_IMAGE_VIEW</TD><TD PORT="f6">view</TD></TR><TR><TD PORT="f7">XGL_IMAGE_STATE</TD><TD PORT="f8">state</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_IMAGE_VIEW</TD><TD PORT="f6">view</TD></TR><TR><TD PORT="f7">XGL_IMAGE_STATE</TD><TD PORT="f8">state</TD></TR></TABLE>> ]; } "VS_XGL_DESCRIPTOR_SET_MAPPING" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">XGL_UINT</TD><TD PORT="f2">descriptorCount=2</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">uint32_t</TD><TD PORT="f2">descriptorCount=2</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> ]; "VS_XGL_DESCRIPTOR_SLOT_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">XGL_UINT</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">XGL_UINT</TD><TD PORT="f10">shaderEntityIndex</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">uint32_t</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">uint32_t</TD><TD PORT="f10">shaderEntityIndex</TD></TR></TABLE>> ]; "FS0_XGL_DESCRIPTOR_SET_MAPPING" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">XGL_UINT</TD><TD PORT="f2">descriptorCount=6</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">uint32_t</TD><TD PORT="f2">descriptorCount=6</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> ]; "FS0_XGL_DESCRIPTOR_SLOT_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_UNUSED</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">XGL_UINT</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_UNUSED</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">XGL_UINT</TD><TD PORT="f10">shaderEntityIndex</TD></TR><TR><TD PORT="f12">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f13">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f11">2</TD></TR><TR><TD PORT="f14">XGL_UINT</TD><TD PORT="f15">shaderEntityIndex</TD></TR><TR><TD PORT="f17">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f18">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f16">3</TD></TR><TR><TD PORT="f19">XGL_UINT</TD><TD PORT="f20">shaderEntityIndex</TD></TR><TR><TD PORT="f22">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f23">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f21">4</TD></TR><TR><TD PORT="f24">XGL_UINT</TD><TD PORT="f25">shaderEntityIndex</TD></TR><TR><TD PORT="f27">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f28">XGL_SLOT_SHADER_UAV</TD><TD ROWSPAN="2" PORT="f26">5</TD></TR><TR><TD PORT="f29">XGL_UINT</TD><TD PORT="f30">shaderEntityIndex</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_UNUSED</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">uint32_t</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_UNUSED</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">uint32_t</TD><TD PORT="f10">shaderEntityIndex</TD></TR><TR><TD PORT="f12">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f13">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f11">2</TD></TR><TR><TD PORT="f14">uint32_t</TD><TD PORT="f15">shaderEntityIndex</TD></TR><TR><TD PORT="f17">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f18">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f16">3</TD></TR><TR><TD PORT="f19">uint32_t</TD><TD PORT="f20">shaderEntityIndex</TD></TR><TR><TD PORT="f22">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f23">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f21">4</TD></TR><TR><TD PORT="f24">uint32_t</TD><TD PORT="f25">shaderEntityIndex</TD></TR><TR><TD PORT="f27">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f28">XGL_SLOT_SHADER_UAV</TD><TD ROWSPAN="2" PORT="f26">5</TD></TR><TR><TD PORT="f29">uint32_t</TD><TD PORT="f30">shaderEntityIndex</TD></TR></TABLE>> ]; "FS1_XGL_DESCRIPTOR_SET_MAPPING" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">XGL_UINT</TD><TD PORT="f2">descriptorCount=10</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">uint32_t</TD><TD PORT="f2">descriptorCount=10</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> ]; "FS1_XGL_DESCRIPTOR_SLOT_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">XGL_UINT</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">XGL_UINT</TD><TD PORT="f10">shaderEntityIndex</TD></TR><TR><TD PORT="f12">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f13">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f11">2</TD></TR><TR><TD PORT="f14">XGL_UINT</TD><TD PORT="f15">shaderEntityIndex</TD></TR><TR><TD PORT="f17">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f18">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f16">3</TD></TR><TR><TD PORT="f19">XGL_UINT</TD><TD PORT="f20">shaderEntityIndex</TD></TR><TR><TD PORT="f22">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f23">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f21">4</TD></TR><TR><TD PORT="f24">XGL_UINT</TD><TD PORT="f25">shaderEntityIndex</TD></TR><TR><TD PORT="f27">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f28">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f26">5</TD></TR><TR><TD PORT="f29">XGL_UINT</TD><TD PORT="f30">shaderEntityIndex</TD></TR><TR><TD PORT="f32">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f33">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f31">6</TD></TR><TR><TD PORT="f34">XGL_UINT</TD><TD PORT="f35">shaderEntityIndex</TD></TR><TR><TD PORT="f37">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f38">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f36">7</TD></TR><TR><TD PORT="f39">XGL_UINT</TD><TD PORT="f40">shaderEntityIndex</TD></TR><TR><TD PORT="f42">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f43">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f41">8</TD></TR><TR><TD PORT="f44">XGL_UINT</TD><TD PORT="f45">shaderEntityIndex</TD></TR><TR><TD PORT="f47">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f48">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f46">9</TD></TR><TR><TD PORT="f49">XGL_UINT</TD><TD PORT="f50">shaderEntityIndex</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">uint32_t</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">uint32_t</TD><TD PORT="f10">shaderEntityIndex</TD></TR><TR><TD PORT="f12">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f13">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f11">2</TD></TR><TR><TD PORT="f14">uint32_t</TD><TD PORT="f15">shaderEntityIndex</TD></TR><TR><TD PORT="f17">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f18">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f16">3</TD></TR><TR><TD PORT="f19">uint32_t</TD><TD PORT="f20">shaderEntityIndex</TD></TR><TR><TD PORT="f22">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f23">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f21">4</TD></TR><TR><TD PORT="f24">uint32_t</TD><TD PORT="f25">shaderEntityIndex</TD></TR><TR><TD PORT="f27">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f28">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f26">5</TD></TR><TR><TD PORT="f29">uint32_t</TD><TD PORT="f30">shaderEntityIndex</TD></TR><TR><TD PORT="f32">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f33">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f31">6</TD></TR><TR><TD PORT="f34">uint32_t</TD><TD PORT="f35">shaderEntityIndex</TD></TR><TR><TD PORT="f37">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f38">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f36">7</TD></TR><TR><TD PORT="f39">uint32_t</TD><TD PORT="f40">shaderEntityIndex</TD></TR><TR><TD PORT="f42">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f43">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f41">8</TD></TR><TR><TD PORT="f44">uint32_t</TD><TD PORT="f45">shaderEntityIndex</TD></TR><TR><TD PORT="f47">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f48">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f46">9</TD></TR><TR><TD PORT="f49">uint32_t</TD><TD PORT="f50">shaderEntityIndex</TD></TR></TABLE>> ]; /* "_XGL_DESCRIPTOR_SET_CREATE_INFO1":f2 -> "_XGL_DESCRIPTOR_SET_CREATE_INFO2":f0 [ diff --git a/docs/xgl_full_pipeline_ds.dot b/docs/xgl_full_pipeline_ds.dot index c0717c72..53ae866c 100644 --- a/docs/xgl_full_pipeline_ds.dot +++ b/docs/xgl_full_pipeline_ds.dot @@ -9,52 +9,52 @@ shape = "plaintext" edge [ ]; "_XGL_GRAPHICS_PIPELINE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_GRAPHICS_PIPELINE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO</TD></TR><TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>XGL_FLAGS</TD><TD>flags</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_GRAPHICS_PIPELINE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO</TD></TR><TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>XGL_FLAGS</TD><TD>flags</TD></TR></TABLE>> ]; "_XGL_PIPELINE_IA_STATE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_IA_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO</TD></TR><TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>XGL_PRIMITIVE_TOPOLOGY</TD><TD>topology</TD></TR><TR><TD>XGL_BOOL</TD><TD>disableVertexReuse</TD></TR><TR><TD>XGL_PROVOKING_VERTEX_CONVENTION</TD><TD>provokingVertex</TD></TR><TR><TD>XGL_BOOL</TD><TD>primitiveRestartEnable</TD></TR><TR><TD>XGL_UINT32</TD><TD>primitiveRestartIndex</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_IA_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO</TD></TR><TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>XGL_PRIMITIVE_TOPOLOGY</TD><TD>topology</TD></TR><TR><TD>bool32_t</TD><TD>disableVertexReuse</TD></TR><TR><TD>XGL_PROVOKING_VERTEX_CONVENTION</TD><TD>provokingVertex</TD></TR><TR><TD>bool32_t</TD><TD>primitiveRestartEnable</TD></TR><TR><TD>uint32_t</TD><TD>primitiveRestartIndex</TD></TR></TABLE>> ]; "_XGL_PIPELINE_TESS_STATE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_TESS_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_TESS_STATE_CREATE_INFO</TD></TR><TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>XGL_UINT</TD><TD>patchControlPoints</TD></TR> <TR><TD>XGL_FLOAT</TD><TD>optimalTessFactor</TD></TR><TR><TD>XGL_FLOAT</TD><TD>fixedTessFactor</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_TESS_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_TESS_STATE_CREATE_INFO</TD></TR><TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>uint32_t</TD><TD>patchControlPoints</TD></TR> <TR><TD>float</TD><TD>optimalTessFactor</TD></TR><TR><TD>float</TD><TD>fixedTessFactor</TD></TR></TABLE>> ]; "_XGL_PIPELINE_RS_STATE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_RS_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_BOOL</TD><TD>depthClipEnable</TD></TR> <TR><TD>XGL_BOOL</TD><TD>rasterizerDiscardEnable</TD></TR> <TR><TD>XGL_FLOAT</TD><TD>pointSize</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_RS_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>bool32_t</TD><TD>depthClipEnable</TD></TR> <TR><TD>bool32_t</TD><TD>rasterizerDiscardEnable</TD></TR> <TR><TD>float</TD><TD>pointSize</TD></TR> </TABLE>> ]; "_XGL_PIPELINE_CB_STATE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_CB_STATE</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_BOOL</TD><TD>alphaToCoverageEnable</TD></TR> <TR><TD>XGL_BOOL</TD><TD>dualSourceBlendEnable</TD></TR> <TR><TD>XGL_LOGIC_OP</TD><TD>logicOp</TD></TR> <TR><TD>XGL_PIPELINE_CB_ATTACHMENT_STATE</TD><TD>attachment</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_CB_STATE</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>bool32_t</TD><TD>alphaToCoverageEnable</TD></TR> <TR><TD>bool32_t</TD><TD>dualSourceBlendEnable</TD></TR> <TR><TD>XGL_LOGIC_OP</TD><TD>logicOp</TD></TR> <TR><TD>XGL_PIPELINE_CB_ATTACHMENT_STATE</TD><TD>attachment</TD></TR> </TABLE>> ]; "_XGL_PIPELINE_DB_STATE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_DB_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_FORMAT</TD><TD>format</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_DB_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_FORMAT</TD><TD>format</TD></TR> </TABLE>> ]; "VS_XGL_PIPELINE_SHADER_STAGE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> ]; "TC_XGL_PIPELINE_SHADER_STAGE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> ]; "TE_XGL_PIPELINE_SHADER_STAGE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> ]; "GS_XGL_PIPELINE_SHADER_STAGE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> ]; "FS_XGL_PIPELINE_SHADER_STAGE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext=NULL</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext=NULL</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> ]; "VS_XGL_PIPELINE_SHADER" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=VS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">XGL_UINT</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=VS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">uint32_t</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> ]; "TC_XGL_PIPELINE_SHADER" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=TC</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">XGL_UINT</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=TC</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">uint32_t</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> ]; "TE_XGL_PIPELINE_SHADER" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=TE</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">XGL_UINT</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=TE</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">uint32_t</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> ]; "GS_XGL_PIPELINE_SHADER" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=GS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">XGL_UINT</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=GS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">uint32_t</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> ]; "FS_XGL_PIPELINE_SHADER" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=FS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">XGL_UINT</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=FS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">uint32_t</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> ]; "_XGL_GRAPHICS_PIPELINE_CREATE_INFO":f2 -> "_XGL_PIPELINE_IA_STATE_CREATE_INFO" [ id = 100 @@ -105,27 +105,27 @@ subgraph clusterDSCreate1 { label="xglCreateDescriptorSet()" "_XGL_DESCRIPTOR_SET_CREATE_INFO1" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext=NULL</TD></TR><TR><TD PORT="f3">XGL_UINT</TD><TD PORT="f4">slots=14</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD>const void*</TD><TD PORT="f2">pNext=NULL</TD></TR><TR><TD PORT="f3">uint32_t</TD><TD PORT="f4">slots=14</TD></TR></TABLE>> ]; } subgraph clusterDSCreate2 { label="xglCreateDescriptorSet()" "_XGL_DESCRIPTOR_SET_CREATE_INFO2" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext=NULL</TD></TR><TR><TD PORT="f3">XGL_UINT</TD><TD PORT="f4">slots=20</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_DESCRIPTOR_SET_CREATE_INFO</TD></TR><TR><TD>const void*</TD><TD PORT="f2">pNext=NULL</TD></TR><TR><TD PORT="f3">uint32_t</TD><TD PORT="f4">slots=20</TD></TR></TABLE>> ]; } subgraph clusterSamplerCreate { label="xglCreateSampler - multiple calls return unique XGL_SAMPLER handles" "_XGL_SAMPLER_CREATE_INFO_0" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f3">const XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_TEX_FILTER</TD><TD PORT="f6">magFilter</TD></TR><TR><TD PORT="f7">XGL_TEX_FILTER</TD><TD PORT="f8">minFilter</TD></TR><TR><TD PORT="f9">XGL_TEX_MIPMAP_MODE</TD><TD PORT="f10">mipMode</TD></TR><TR><TD PORT="f11">XGL_TEX_ADDRESS</TD><TD PORT="f12">addressU</TD></TR><TR><TD PORT="f13">XGL_TEX_ADDRESS</TD><TD PORT="f14">addressV</TD></TR><TR><TD PORT="f15">XGL_TEX_ADDRESS</TD><TD PORT="f16">addressW</TD></TR><TR><TD PORT="f17">XGL_FLOAT</TD><TD PORT="f18">mipLodBias</TD></TR><TR><TD PORT="f19">XGL_UINT</TD><TD PORT="f20">maxAnisotropy</TD></TR><TR><TD PORT="f21">XGL_COMPARE_FUNC</TD><TD PORT="f22">compareFunc</TD></TR><TR><TD PORT="f23">XGL_FLOAT</TD><TD PORT="f24">minLod</TD></TR><TR><TD PORT="f25">XGL_FLOAT</TD><TD PORT="f26">maxLod</TD></TR><TR><TD PORT="f27">XGL_BORDER_COLOR_TYPE</TD><TD PORT="f28">borderColorType</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f3">const void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_TEX_FILTER</TD><TD PORT="f6">magFilter</TD></TR><TR><TD PORT="f7">XGL_TEX_FILTER</TD><TD PORT="f8">minFilter</TD></TR><TR><TD PORT="f9">XGL_TEX_MIPMAP_MODE</TD><TD PORT="f10">mipMode</TD></TR><TR><TD PORT="f11">XGL_TEX_ADDRESS</TD><TD PORT="f12">addressU</TD></TR><TR><TD PORT="f13">XGL_TEX_ADDRESS</TD><TD PORT="f14">addressV</TD></TR><TR><TD PORT="f15">XGL_TEX_ADDRESS</TD><TD PORT="f16">addressW</TD></TR><TR><TD PORT="f17">float</TD><TD PORT="f18">mipLodBias</TD></TR><TR><TD PORT="f19">uint32_t</TD><TD PORT="f20">maxAnisotropy</TD></TR><TR><TD PORT="f21">XGL_COMPARE_FUNC</TD><TD PORT="f22">compareFunc</TD></TR><TR><TD PORT="f23">float</TD><TD PORT="f24">minLod</TD></TR><TR><TD PORT="f25">float</TD><TD PORT="f26">maxLod</TD></TR><TR><TD PORT="f27">XGL_BORDER_COLOR_TYPE</TD><TD PORT="f28">borderColorType</TD></TR></TABLE>> ]; "SAMPLER_ELLIPSES" [ label = "..." ]; "_XGL_SAMPLER_CREATE_INFO_19" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f3">const XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_TEX_FILTER</TD><TD PORT="f6">magFilter</TD></TR><TR><TD PORT="f7">XGL_TEX_FILTER</TD><TD PORT="f8">minFilter</TD></TR><TR><TD PORT="f9">XGL_TEX_MIPMAP_MODE</TD><TD PORT="f10">mipMode</TD></TR><TR><TD PORT="f11">XGL_TEX_ADDRESS</TD><TD PORT="f12">addressU</TD></TR><TR><TD PORT="f13">XGL_TEX_ADDRESS</TD><TD PORT="f14">addressV</TD></TR><TR><TD PORT="f15">XGL_TEX_ADDRESS</TD><TD PORT="f16">addressW</TD></TR><TR><TD PORT="f17">XGL_FLOAT</TD><TD PORT="f18">mipLodBias</TD></TR><TR><TD PORT="f19">XGL_UINT</TD><TD PORT="f20">maxAnisotropy</TD></TR><TR><TD PORT="f21">XGL_COMPARE_FUNC</TD><TD PORT="f22">compareFunc</TD></TR><TR><TD PORT="f23">XGL_FLOAT</TD><TD PORT="f24">minLod</TD></TR><TR><TD PORT="f25">XGL_FLOAT</TD><TD PORT="f26">maxLod</TD></TR><TR><TD PORT="f27">XGL_BORDER_COLOR_TYPE</TD><TD PORT="f28">borderColorType</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_SAMPLER_CREATE_INFO</TD></TR><TR><TD PORT="f3">const void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_TEX_FILTER</TD><TD PORT="f6">magFilter</TD></TR><TR><TD PORT="f7">XGL_TEX_FILTER</TD><TD PORT="f8">minFilter</TD></TR><TR><TD PORT="f9">XGL_TEX_MIPMAP_MODE</TD><TD PORT="f10">mipMode</TD></TR><TR><TD PORT="f11">XGL_TEX_ADDRESS</TD><TD PORT="f12">addressU</TD></TR><TR><TD PORT="f13">XGL_TEX_ADDRESS</TD><TD PORT="f14">addressV</TD></TR><TR><TD PORT="f15">XGL_TEX_ADDRESS</TD><TD PORT="f16">addressW</TD></TR><TR><TD PORT="f17">float</TD><TD PORT="f18">mipLodBias</TD></TR><TR><TD PORT="f19">uint32_t</TD><TD PORT="f20">maxAnisotropy</TD></TR><TR><TD PORT="f21">XGL_COMPARE_FUNC</TD><TD PORT="f22">compareFunc</TD></TR><TR><TD PORT="f23">float</TD><TD PORT="f24">minLod</TD></TR><TR><TD PORT="f25">float</TD><TD PORT="f26">maxLod</TD></TR><TR><TD PORT="f27">XGL_BORDER_COLOR_TYPE</TD><TD PORT="f28">borderColorType</TD></TR></TABLE>> ]; } subgraph clusterSamplerAttach @@ -145,45 +145,45 @@ subgraph clusterMemoryView { label="xglAttachMemoryViewDescriptors - pMemViews array of XGL_MEMORY_VIEW_ATTACH_INFO structs" "_XGL_MEMORY_VIEW_ATTACH_INFO_3" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_GPU_MEMORY</TD><TD PORT="f6">mem</TD></TR><TR><TD PORT="f7">XGL_GPU_SIZE</TD><TD PORT="f8">offset</TD></TR><TR><TD PORT="f9">XGL_GPU_SIZE</TD><TD PORT="f10">range</TD></TR><TR><TD PORT="f11">XGL_GPU_SIZE</TD><TD PORT="f12">stride</TD></TR><TR><TD PORT="f13">XGL_FORMAT</TD><TD PORT="f14">format</TD></TR><TR><TD PORT="f15">XGL_MEMORY_STATE</TD><TD PORT="f16">state</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_GPU_MEMORY</TD><TD PORT="f6">mem</TD></TR><TR><TD PORT="f7">XGL_GPU_SIZE</TD><TD PORT="f8">offset</TD></TR><TR><TD PORT="f9">XGL_GPU_SIZE</TD><TD PORT="f10">range</TD></TR><TR><TD PORT="f11">XGL_GPU_SIZE</TD><TD PORT="f12">stride</TD></TR><TR><TD PORT="f13">XGL_FORMAT</TD><TD PORT="f14">format</TD></TR><TR><TD PORT="f15">XGL_MEMORY_STATE</TD><TD PORT="f16">state</TD></TR></TABLE>> ]; "MEM_VIEW_ELLIPSES" [ label = "..." ]; "_XGL_MEMORY_VIEW_ATTACH_INFO_0" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_GPU_MEMORY</TD><TD PORT="f6">mem</TD></TR><TR><TD PORT="f7">XGL_GPU_SIZE</TD><TD PORT="f8">offset</TD></TR><TR><TD PORT="f9">XGL_GPU_SIZE</TD><TD PORT="f10">range</TD></TR><TR><TD PORT="f11">XGL_GPU_SIZE</TD><TD PORT="f12">stride</TD></TR><TR><TD PORT="f13">XGL_FORMAT</TD><TD PORT="f14">format</TD></TR><TR><TD PORT="f15">XGL_MEMORY_STATE</TD><TD PORT="f16">state</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_MEMORY_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_GPU_MEMORY</TD><TD PORT="f6">mem</TD></TR><TR><TD PORT="f7">XGL_GPU_SIZE</TD><TD PORT="f8">offset</TD></TR><TR><TD PORT="f9">XGL_GPU_SIZE</TD><TD PORT="f10">range</TD></TR><TR><TD PORT="f11">XGL_GPU_SIZE</TD><TD PORT="f12">stride</TD></TR><TR><TD PORT="f13">XGL_FORMAT</TD><TD PORT="f14">format</TD></TR><TR><TD PORT="f15">XGL_MEMORY_STATE</TD><TD PORT="f16">state</TD></TR></TABLE>> ]; } subgraph clusterImageView { label="xglAttachImageViewDescriptors - pImageViews array of XGL_IMAGE_VIEW_ATTACH_INFO structs" "_XGL_IMAGE_VIEW_ATTACH_INFO_9" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_IMAGE_VIEW</TD><TD PORT="f6">view</TD></TR><TR><TD PORT="f7">XGL_IMAGE_STATE</TD><TD PORT="f8">state</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_IMAGE_VIEW</TD><TD PORT="f6">view</TD></TR><TR><TD PORT="f7">XGL_IMAGE_STATE</TD><TD PORT="f8">state</TD></TR></TABLE>> ]; "IMG_VIEW_ELLIPSES" [ label = "..." ]; "_XGL_IMAGE_VIEW_ATTACH_INFO_0" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">XGL_VOID*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_IMAGE_VIEW</TD><TD PORT="f6">view</TD></TR><TR><TD PORT="f7">XGL_IMAGE_STATE</TD><TD PORT="f8">state</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f1">XGL_STRUCTURE_TYPE</TD><TD PORT="f2">sType=<BR/>XGL_STRUCTURE_TYPE_IMAGE_VIEW_ATTACH_INFO</TD></TR><TR><TD PORT="f3">void*</TD><TD PORT="f4">pNext=NULL</TD></TR><TR><TD PORT="f5">XGL_IMAGE_VIEW</TD><TD PORT="f6">view</TD></TR><TR><TD PORT="f7">XGL_IMAGE_STATE</TD><TD PORT="f8">state</TD></TR></TABLE>> ]; } "VS_XGL_DESCRIPTOR_SET_MAPPING" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">XGL_UINT</TD><TD PORT="f2">descriptorCount=2</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">uint32_t</TD><TD PORT="f2">descriptorCount=2</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> ]; "VS_XGL_DESCRIPTOR_SLOT_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">XGL_UINT</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">XGL_UINT</TD><TD PORT="f10">shaderEntityIndex</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">uint32_t</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">uint32_t</TD><TD PORT="f10">shaderEntityIndex</TD></TR></TABLE>> ]; "FS0_XGL_DESCRIPTOR_SET_MAPPING" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">XGL_UINT</TD><TD PORT="f2">descriptorCount=6</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">uint32_t</TD><TD PORT="f2">descriptorCount=6</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> ]; "FS0_XGL_DESCRIPTOR_SLOT_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_UNUSED</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">XGL_UINT</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_UNUSED</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">XGL_UINT</TD><TD PORT="f10">shaderEntityIndex</TD></TR><TR><TD PORT="f12">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f13">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f11">2</TD></TR><TR><TD PORT="f14">XGL_UINT</TD><TD PORT="f15">shaderEntityIndex</TD></TR><TR><TD PORT="f17">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f18">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f16">3</TD></TR><TR><TD PORT="f19">XGL_UINT</TD><TD PORT="f20">shaderEntityIndex</TD></TR><TR><TD PORT="f22">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f23">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f21">4</TD></TR><TR><TD PORT="f24">XGL_UINT</TD><TD PORT="f25">shaderEntityIndex</TD></TR><TR><TD PORT="f27">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f28">XGL_SLOT_SHADER_UAV</TD><TD ROWSPAN="2" PORT="f26">5</TD></TR><TR><TD PORT="f29">XGL_UINT</TD><TD PORT="f30">shaderEntityIndex</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_UNUSED</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">uint32_t</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_UNUSED</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">uint32_t</TD><TD PORT="f10">shaderEntityIndex</TD></TR><TR><TD PORT="f12">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f13">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f11">2</TD></TR><TR><TD PORT="f14">uint32_t</TD><TD PORT="f15">shaderEntityIndex</TD></TR><TR><TD PORT="f17">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f18">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f16">3</TD></TR><TR><TD PORT="f19">uint32_t</TD><TD PORT="f20">shaderEntityIndex</TD></TR><TR><TD PORT="f22">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f23">XGL_SLOT_SHADER_RESOURCE</TD><TD ROWSPAN="2" PORT="f21">4</TD></TR><TR><TD PORT="f24">uint32_t</TD><TD PORT="f25">shaderEntityIndex</TD></TR><TR><TD PORT="f27">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f28">XGL_SLOT_SHADER_UAV</TD><TD ROWSPAN="2" PORT="f26">5</TD></TR><TR><TD PORT="f29">uint32_t</TD><TD PORT="f30">shaderEntityIndex</TD></TR></TABLE>> ]; "FS1_XGL_DESCRIPTOR_SET_MAPPING" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">XGL_UINT</TD><TD PORT="f2">descriptorCount=10</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_DESCRIPTOR_SET_MAPPING</TD></TR><TR><TD PORT="f1">uint32_t</TD><TD PORT="f2">descriptorCount=10</TD></TR><TR><TD PORT="f3">const XGL_DESCRIPTOR_SLOT_INFO*</TD><TD PORT="f4">pDescriptorInfo</TD></TR></TABLE>> ]; "FS1_XGL_DESCRIPTOR_SLOT_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">XGL_UINT</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">XGL_UINT</TD><TD PORT="f10">shaderEntityIndex</TD></TR><TR><TD PORT="f12">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f13">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f11">2</TD></TR><TR><TD PORT="f14">XGL_UINT</TD><TD PORT="f15">shaderEntityIndex</TD></TR><TR><TD PORT="f17">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f18">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f16">3</TD></TR><TR><TD PORT="f19">XGL_UINT</TD><TD PORT="f20">shaderEntityIndex</TD></TR><TR><TD PORT="f22">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f23">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f21">4</TD></TR><TR><TD PORT="f24">XGL_UINT</TD><TD PORT="f25">shaderEntityIndex</TD></TR><TR><TD PORT="f27">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f28">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f26">5</TD></TR><TR><TD PORT="f29">XGL_UINT</TD><TD PORT="f30">shaderEntityIndex</TD></TR><TR><TD PORT="f32">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f33">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f31">6</TD></TR><TR><TD PORT="f34">XGL_UINT</TD><TD PORT="f35">shaderEntityIndex</TD></TR><TR><TD PORT="f37">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f38">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f36">7</TD></TR><TR><TD PORT="f39">XGL_UINT</TD><TD PORT="f40">shaderEntityIndex</TD></TR><TR><TD PORT="f42">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f43">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f41">8</TD></TR><TR><TD PORT="f44">XGL_UINT</TD><TD PORT="f45">shaderEntityIndex</TD></TR><TR><TD PORT="f47">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f48">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f46">9</TD></TR><TR><TD PORT="f49">XGL_UINT</TD><TD PORT="f50">shaderEntityIndex</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="3" PORT="f0">XGL_DESCRIPTOR_SLOT_INFO</TD></TR><TR><TD PORT="f2">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f3">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f1">0</TD></TR><TR><TD PORT="f4">uint32_t</TD><TD PORT="f5">shaderEntityIndex</TD></TR><TR><TD PORT="f7">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f8">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f6">1</TD></TR><TR><TD PORT="f9">uint32_t</TD><TD PORT="f10">shaderEntityIndex</TD></TR><TR><TD PORT="f12">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f13">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f11">2</TD></TR><TR><TD PORT="f14">uint32_t</TD><TD PORT="f15">shaderEntityIndex</TD></TR><TR><TD PORT="f17">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f18">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f16">3</TD></TR><TR><TD PORT="f19">uint32_t</TD><TD PORT="f20">shaderEntityIndex</TD></TR><TR><TD PORT="f22">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f23">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f21">4</TD></TR><TR><TD PORT="f24">uint32_t</TD><TD PORT="f25">shaderEntityIndex</TD></TR><TR><TD PORT="f27">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f28">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f26">5</TD></TR><TR><TD PORT="f29">uint32_t</TD><TD PORT="f30">shaderEntityIndex</TD></TR><TR><TD PORT="f32">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f33">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f31">6</TD></TR><TR><TD PORT="f34">uint32_t</TD><TD PORT="f35">shaderEntityIndex</TD></TR><TR><TD PORT="f37">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f38">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f36">7</TD></TR><TR><TD PORT="f39">uint32_t</TD><TD PORT="f40">shaderEntityIndex</TD></TR><TR><TD PORT="f42">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f43">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f41">8</TD></TR><TR><TD PORT="f44">uint32_t</TD><TD PORT="f45">shaderEntityIndex</TD></TR><TR><TD PORT="f47">XGL_DESCRIPTOR_SET_SLOT_TYPE</TD><TD PORT="f48">XGL_SLOT_SHADER_SAMPLER</TD><TD ROWSPAN="2" PORT="f46">9</TD></TR><TR><TD PORT="f49">uint32_t</TD><TD PORT="f50">shaderEntityIndex</TD></TR></TABLE>> ]; /* "_XGL_DESCRIPTOR_SET_CREATE_INFO1":f2 -> "_XGL_DESCRIPTOR_SET_CREATE_INFO2":f0 [ diff --git a/docs/xgl_graphics_pipeline.dot b/docs/xgl_graphics_pipeline.dot index 18e74c07..e5434f6b 100644 --- a/docs/xgl_graphics_pipeline.dot +++ b/docs/xgl_graphics_pipeline.dot @@ -9,52 +9,52 @@ shape = "plaintext" edge [ ]; "_XGL_GRAPHICS_PIPELINE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_GRAPHICS_PIPELINE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO</TD></TR><TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>XGL_FLAGS</TD><TD>flags</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_GRAPHICS_PIPELINE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO</TD></TR><TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>XGL_FLAGS</TD><TD>flags</TD></TR></TABLE>> ]; "_XGL_PIPELINE_IA_STATE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_IA_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO</TD></TR><TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>XGL_PRIMITIVE_TOPOLOGY</TD><TD>topology</TD></TR><TR><TD>XGL_BOOL</TD><TD>disableVertexReuse</TD></TR><TR><TD>XGL_PROVOKING_VERTEX_CONVENTION</TD><TD>provokingVertex</TD></TR><TR><TD>XGL_BOOL</TD><TD>primitiveRestartEnable</TD></TR><TR><TD>XGL_UINT32</TD><TD>primitiveRestartIndex</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_IA_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_IA_STATE_CREATE_INFO</TD></TR><TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>XGL_PRIMITIVE_TOPOLOGY</TD><TD>topology</TD></TR><TR><TD>bool32_t</TD><TD>disableVertexReuse</TD></TR><TR><TD>XGL_PROVOKING_VERTEX_CONVENTION</TD><TD>provokingVertex</TD></TR><TR><TD>bool32_t</TD><TD>primitiveRestartEnable</TD></TR><TR><TD>uint32_t</TD><TD>primitiveRestartIndex</TD></TR></TABLE>> ]; "_XGL_PIPELINE_TESS_STATE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_TESS_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_TESS_STATE_CREATE_INFO</TD></TR><TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>XGL_UINT</TD><TD>patchControlPoints</TD></TR> <TR><TD>XGL_FLOAT</TD><TD>optimalTessFactor</TD></TR><TR><TD>XGL_FLOAT</TD><TD>fixedTessFactor</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_TESS_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_TESS_STATE_CREATE_INFO</TD></TR><TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR><TR><TD>uint32_t</TD><TD>patchControlPoints</TD></TR> <TR><TD>float</TD><TD>optimalTessFactor</TD></TR><TR><TD>float</TD><TD>fixedTessFactor</TD></TR></TABLE>> ]; "_XGL_PIPELINE_RS_STATE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_RS_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_BOOL</TD><TD>depthClipEnable</TD></TR> <TR><TD>XGL_BOOL</TD><TD>rasterizerDiscardEnable</TD></TR> <TR><TD>XGL_FLOAT</TD><TD>pointSize</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_RS_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_RS_STATE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>bool32_t</TD><TD>depthClipEnable</TD></TR> <TR><TD>bool32_t</TD><TD>rasterizerDiscardEnable</TD></TR> <TR><TD>float</TD><TD>pointSize</TD></TR> </TABLE>> ]; "_XGL_PIPELINE_CB_STATE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_CB_STATE</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_BOOL</TD><TD>alphaToCoverageEnable</TD></TR> <TR><TD>XGL_BOOL</TD><TD>dualSourceBlendEnable</TD></TR> <TR><TD>XGL_LOGIC_OP</TD><TD>logicOp</TD></TR> <TR><TD>XGL_PIPELINE_CB_ATTACHMENT_STATE</TD><TD>attachment</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_CB_STATE</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_CB_STATE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>bool32_t</TD><TD>alphaToCoverageEnable</TD></TR> <TR><TD>bool32_t</TD><TD>dualSourceBlendEnable</TD></TR> <TR><TD>XGL_LOGIC_OP</TD><TD>logicOp</TD></TR> <TR><TD>XGL_PIPELINE_CB_ATTACHMENT_STATE</TD><TD>attachment</TD></TR> </TABLE>> ]; "_XGL_PIPELINE_DB_STATE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_DB_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_FORMAT</TD><TD>format</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_DB_STATE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_DB_STATE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_FORMAT</TD><TD>format</TD></TR> </TABLE>> ]; "VS_XGL_PIPELINE_SHADER_STAGE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> ]; "TC_XGL_PIPELINE_SHADER_STAGE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> ]; "TE_XGL_PIPELINE_SHADER_STAGE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> ]; "GS_XGL_PIPELINE_SHADER_STAGE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> ]; "FS_XGL_PIPELINE_SHADER_STAGE_CREATE_INFO" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const XGL_VOID*</TD><TD PORT="f2">pNext=NULL</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR><TR><TD>XGL_STRUCTURE_TYPE</TD><TD>sType=<BR/>XGL_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO</TD></TR> <TR><TD>const void*</TD><TD PORT="f2">pNext=NULL</TD></TR> <TR><TD>XGL_PIPELINE_SHADER</TD><TD PORT="f4">shader</TD></TR> </TABLE>> ]; "VS_XGL_PIPELINE_SHADER" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=VS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">XGL_UINT</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=VS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">uint32_t</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> ]; "TC_XGL_PIPELINE_SHADER" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=TC</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">XGL_UINT</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=TC</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">uint32_t</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> ]; "TE_XGL_PIPELINE_SHADER" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=TE</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">XGL_UINT</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=TE</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">uint32_t</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> ]; "GS_XGL_PIPELINE_SHADER" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=GS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">XGL_UINT</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=GS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">uint32_t</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> ]; "FS_XGL_PIPELINE_SHADER" [ -label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=FS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">XGL_UINT</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> +label = <<TABLE BORDER="0" CELLBORDER="1" CELLSPACING="0"> <TR><TD COLSPAN="2" PORT="f0">XGL_PIPELINE_SHADER</TD></TR><TR><TD PORT="f1">XGL_PIPELINE_SHADER_STAGE</TD><TD PORT="f2">stage=FS</TD></TR><TR><TD PORT="f3">XGL_SHADER</TD><TD PORT="f4">shader</TD></TR><TR><TD PORT="f5">XGL_DESCRIPTOR_SET_MAPPING</TD><TD PORT="f6">descriptorSetMapping[2]</TD></TR><TR><TD PORT="f7">uint32_t</TD><TD PORT="f8">linkConstBufferCount</TD></TR><TR><TD PORT="f9">const XGL_LINK_CONST_BUFFER*</TD><TD PORT="f10">pLinkConstBufferInfo</TD></TR><TR><TD PORT="f11">XGL_DYNAMIC_MEMORY_VIEW_SLOT_INFO</TD><TD PORT="f12">dynamicMemoryViewMapping</TD></TR></TABLE>> ]; "_XGL_GRAPHICS_PIPELINE_CREATE_INFO":f2 -> "_XGL_PIPELINE_IA_STATE_CREATE_INFO" [ id = 0 |
