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Create Pipeline Layouts from Shader Reflection #68
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Apparently this only works in Windows 11 for now.
crud89
added
Priority: Medium
A issue with normal priority.
Type: Requirement
An implementation is required before the next release.
Module: Vulkan 🌋
The issue involves the Vulkan backend.
Module: DX12 ❎
The issue involves the DX12 backend.
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Aug 2, 2022
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Module: DX12 ❎
The issue involves the DX12 backend.
Module: Vulkan 🌋
The issue involves the Vulkan backend.
Priority: Medium
A issue with normal priority.
Type: Requirement
An implementation is required before the next release.
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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
reflectPipelineLayout
on 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
s0
of 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.