Buffers and Textures as method parameter
Nobody has claimed this yet.
Assessment
- Difficulty
- 5/5
- Estimated time
- Over a week
- Newbie friendliness
- 25/100
- Issue type
- Feature
- Clarity
- Needs clarification
- Activity status
- Stale
- Tech stack
- csharp
- Domain
- computer-graphics
Research direction
The issue names no files, tests, or entry points. Start by locating the shader method and parameter-generation code that handles buffers and textures, then determine how HLSL method parameters are currently represented. Done would require an agreed design, implementation, and tests covering methods with one or more buffer or texture parameters.
Written by the indexing model from the issue text.
Description
As far as I know, hlsl supports pass buffers and textures in method call. Are there any plans to support this?
Currently, I must maintain copies of the same function for each shader and each parameter
for example, to achieve something like
public readonly void DoSomething(ReadWriteBuffer<uint> array);
I have to make method variants and copies for every buffer and every shader, and situation may even get worse if their are more than one parameters
public ReadWriteBuffer<uint> array1;
public ReadWriteBuffer<uint> array2;
public ReadWriteBuffer<uint> array3;
public readonly void DoSomethingOverArray1AndArray2();
public readonly void DoSomethingOverArray1AndArray3();
public readonly void DoSomethingOverArray2AndArray3();
This looks foolish and brings a lot of trouble
- Dominant language
- C#
- Stars
- 3.2k
- Forks
- 148
- Avg merge
- 4h 32m
- Merged PRs (30d)
- 3
Contributor guide
First steps
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