#include <SceneFileParser.hpp>
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static xchar const *const | Name = cuT( "ShaderStage" ) |
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static UInt32StrMap const | Values |
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◆ Name
xchar const* const castor::ParserEnumTraits< VkShaderStageFlagBits >::Name = cuT( "ShaderStage" ) |
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inlinestatic |
◆ Values
UInt32StrMap const castor::ParserEnumTraits< VkShaderStageFlagBits >::Values |
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inlinestatic |
Valeur initiale := []()
{
UInt32StrMap result;
result[
ashes::getName( VK_SHADER_STAGE_VERTEX_BIT )] = uint32_t( VK_SHADER_STAGE_VERTEX_BIT );
result[
ashes::getName( VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT )] = uint32_t( VK_SHADER_STAGE_TESSELLATION_CONTROL_BIT );
result[
ashes::getName( VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT )] = uint32_t( VK_SHADER_STAGE_TESSELLATION_EVALUATION_BIT );
result[
ashes::getName( VK_SHADER_STAGE_GEOMETRY_BIT )] = uint32_t( VK_SHADER_STAGE_GEOMETRY_BIT );
result[
ashes::getName( VK_SHADER_STAGE_FRAGMENT_BIT )] = uint32_t( VK_SHADER_STAGE_FRAGMENT_BIT );
result[
ashes::getName( VK_SHADER_STAGE_COMPUTE_BIT )] = uint32_t( VK_SHADER_STAGE_COMPUTE_BIT );
return result;
}( )
C3D_API castor::String getName(AnimationState value)
La documentation de cette structure a été générée à partir du fichier suivant :