ValveSoftware / ValveSoftware/Fossilize

fossilize-synth/fossilize-disasm with only vertex or fragment shader?

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Dominant language
C++
Stars
780
Forks
78
PR merge metrics
No merged PRs in 30d

Description

I'm looking at adding Shader Playground support for ACO, but that website seems to only support one shader stage at a time. fossilize-synth and fossilize-disasm seem to do a lot of what I want already, but supplying just a vertex or fragment shader without the other to fossilize-synth leads to a graphics pipeline not being generated.

I tried making some changes to support creating vertex-only graphics pipelines, which kind of works, but the interpolants get optimized away, which isn't what I want for this use case. It seems like I would need to reflect the vertex shader, and create a dummy fragment shader to ensure the interpolants are used. Likewise for the fragment-only case, I would need to create a dummy vertex shader outputting fragment shader inputs to even have a valid graphics pipeline.

Does this sound accurate? If you want any of these changes (vert-only graphics pipeline, --autovert, --autofrag), I can attempt PRs for them.

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Research direction

Start by reading the fossilize-synth and fossilize-disasm paths involved in graphics-pipeline creation, then compare the vertex-only and fragment-only cases described in the issue. Determine whether reflected shader inputs and generated dummy stages preserve interpolants, and clarify whether the intended deliverable is vertex-only support, --autovert, --autofrag, or all three.

Written by the indexing model from the issue text.

Assessment

Tech stack
cpp
Domain
computer-graphics, tooling
Issue type
Feature
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Needs clarification
Newbie friendliness
25/100

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