NVIDIA-RTX / NVIDIA-RTX/ShaderMake
[RFE] Add reflection data
Open
Nobody has claimed this yet.
- Dominant language
- C++
- Stars
- 118
- Forks
- 38
- PR merge metrics
- No merged PRs in 30d
Description
Reasons:
- an important prerequisite for a "bit more automated" render graph
- or at least to add more "automation" into code
Thoughts:
- most likely 1 GAPI-agnostic data for 1 shader in a separate file / entity (assuming same source code for DXBC, DXIL and SPIRV)
- blobs and headers should be supported
Contributor guide
No contributing guide indexed for this repository
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 the shader compilation entry points and how DXBC, DXIL, and SPIR-V outputs are currently represented. The issue provides no file or test names, so first map the existing handling of shader blobs and headers. Done would require an agreed GAPI-agnostic reflection representation per shader, with support for blobs and headers.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- tooling
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Quiet
- Clarity
- Needs clarification
- Newbie friendliness
- 30/100