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Allow overwriting shader stages from binding hints. #182

@crud89

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@crud89

Describe your problem

Currently, shader reflection determines the shader stages a binding is accessed from and configures the pipeline accordingly. As this yields best performance, this is still the preferred way of handling things. However, in situations, where one wants to re-use the same descriptor set over compatible pipelines, it can be desired to explicitly opt-out of this behavior.

The recent addition of pipeline binding hints in #168 provides a fitting interface for this use-case. We should add a new pipeline binding hint, that specifies the desired shader stages to be included. Similar to the other hints, they must not outvote shader reflection, but rather include stages that are not covered from reflection.

Describe your proposed solution

  • Add new PipelineStageHint that can be configured using ShaderStage flags.

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DX12 ❎The issue involves the DX12 backend.FeatureNew feature or request.Vulkan 🌋The issue involves the Vulkan backend.

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v0.5.1

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