NVIDIA-RTX / NVIDIA-RTX/ShaderMake
[RFE] Blobs should include permutations for all containers, participated into compilation
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- Dominant language
- C++
- Stars
- 118
- Forks
- 38
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Description
Currently a blob contains all permutations per container (DXBC, DXIL, SPIRV). It would be good to store all containers in one blob to simplify this use case:
bool shaderMakeResult = false;
#if ENABLE_D3D11_SUPPORT
if (graphicsAPI == D3D11)
shaderMakeResult = ShaderMake::FindPermutationInBlob(dxbcBlob, dxbcBlobSize, defines, defineNum, &bytecode, &size);
#endif
#if ENABLE_D3D12_SUPPORT
if (graphicsAPI == D3D12)
shaderMakeResult = ShaderMake::FindPermutationInBlob(dxilBlob, dxilBlobSize, defines, defineNum, &bytecode, &size);
#endif
#if ENABLE_VK_SUPPORT
if (graphicsAPI == VK)
shaderMakeResult = ShaderMake::FindPermutationInBlob(spirvBlob, spirvBlobSize, defines, defineNum, &bytecode, &size);
#endif
To something like:
bool shaderMakeResult = ShaderMake::FindPermutationInBlob(graphicsAPI, blob, blobSize, defines, defineNum, &bytecode, &size);
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by locating FindPermutationInBlob and the code that serializes blobs and permutations for DXBC, DXIL, and SPIR-V. Trace how the graphics API and container are currently selected; done means one blob can hold all containers and FindPermutationInBlob can select the appropriate one through the graphicsAPI argument.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- compilers
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100