Describes a single constant (uniform) variable in a shader program, that can be a vector, matrix, texture or a texture sampler.
ShaderConstant | Describes a single constant (uniform) variable in a shader program, that can be a vector, matrix, texture or a texture sampler. |
name | Specifies the variable name of this constant in the shader code. |
boundConstantOffsetBytes | Specifies the byte offset inside the constant buffer this constant lies at. |
boundConstantSizeBytes | Specifies the byte size of this constant value inside this buffer. |
type | The type of this variable: ConstantFloat, ConstantFloat2, ConstantFloat3, ..., ConstantTexture2D, ConstantSampler. |
shaderProgramIndex | Specifies the uniform constant index in the shader program where this variable can be found at. |
textureSlot | If this shader constant is a texture or sampler state, this specifies the texture unit this sampler will be bound to read (this is always fixed at the bind time). |
sizeElements | If this constant is an array, this field specifies the number of elements in the array. |
texture | If this shader variable points to a texture variable, then this member variable specifies the texture that is bound to the shader. |
textureSampler[const] | If this shader variable points to a texture sampler, then this member variable specifies the texture sampling object that is bound to the shader. |
ToString()[const] |