| /* |
| * Copyright 2025 Rive |
| */ |
| #pragma once |
| #include "shaders/constants.glsl" |
| namespace rive::gpu |
| { |
| // D3D11 doesn't let us bind the framebuffer UAV to slot 0 when there is a color |
| // output. Use the (unused in this case) SCRATCH_COLOR_PLANE_IDX instead when we |
| // are doing a coalesced resolve and transfer. |
| #define COALESCED_OFFSCREEN_COLOR_PLANE_IDX SCRATCH_COLOR_PLANE_IDX |
| |
| constexpr static UINT PATCH_VERTEX_DATA_SLOT = 0; |
| constexpr static UINT TRIANGLE_VERTEX_DATA_SLOT = 1; |
| constexpr static UINT IMAGE_RECT_VERTEX_DATA_SLOT = 2; |
| constexpr static UINT IMAGE_MESH_VERTEX_DATA_SLOT = 3; |
| constexpr static UINT IMAGE_MESH_UV_DATA_SLOT = 4; |
| } // namespace rive::gpu |