SlangModule
Inherits: SlangComponentType < RefCounted
The granularity of shader code compilation and loading.
Description
A module is the granularity of shader code compilation and loading. Can be created from a SlangSession.
In most cases a module corresponds to a single compilation "translation unit." This will often be a single Slang or HLSL file and everything it #includes.
See the Slang documentation for more information.
Methods
compile_shader(additional_entry_points: |
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find_and_check_entry_point(entry_point_name: |
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find_entry_point(entry_point_name: |
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get_defined_entry_point(index: |
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get_defined_entry_point_count() const |
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get_dependency_files() const |
Method Descriptions
ComputeShaderFile compile_shader(additional_entry_points: PackedStringArray = PackedStringArray()) 🔗
Compiles this module into a ComputeShaderFile.
SlangEntryPoint find_and_check_entry_point(entry_point_name: String, shader_stage: RenderingDevice.ShaderStage) const 🔗
Find and validate an entry point by name, even if the function is not marked with the [shader(...)] attribute.
SlangEntryPoint find_entry_point(entry_point_name: String) const 🔗
Find and an entry point by name. Note that this does not work in case the function is not explicitly designated as an entry point using the [shader(...)] attribute.
SlangEntryPoint get_defined_entry_point(index: int) const 🔗
Get the defined entry-point at index.
int get_defined_entry_point_count() const 🔗
Get number of entry points defined in the module.
PackedStringArray get_dependency_files() const 🔗
Get the dependency file paths of this module.