Create Pipeline Layouts from Shader Reflection#68
Merged
Conversation
Apparently this only works in Windows 11 for now.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Describe the pull request
This PR adds support for creating pipeline layouts from shader reflection. Currently pipeline layouts need to be explicitly defined in code:
With this PR, it is possible to generate a layout directly from the shader program by calling
reflectPipelineLayouton it:Additionally, in DirectX, it is not possible to define input attachments as subpass references. Instead the engine automatically defines a static sampler at register
s0of space 0. With reflection, render targets are being treated as normal texture descriptors, since it is not possible to tell them apart based on their usage. The static sampler, however, is currently not supported to be de-serialized. To solve this, the pipeline layout is improved with support for static samplers.Related issues
A designated topic regarding shaders can be found in the project wiki.