Add and use a `naga_oil` macro to abstract over material texture sampling shader code
Open
A-Rendering
C-Code-Quality
D-Macros
D-Modest
S-Ready-For-Implementation
- Dominant language
- Rust
- Stars
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- Forks
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- Avg merge
- 3d 16h
- Merged PRs (30d)
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Description
> Yeah, I'd love a macro in `naga_oil`. We could do a lot with macros, not just [meshlets/normal code paths]. For example, we could abstract over bindless/non-bindless declarations.
_Originally posted by @pcwalton in https://github.com/bevyengine/bevy/issues/16644#issuecomment-2521267614_
Contributor guide
Research direction
Start by reading the naga_oil macro entry point and tracing the material texture sampling shader code referenced in the issue. Map how bindless and non-bindless declarations, including the meshlets and normal code paths, would use the macro; done means the macro exists and those sampling paths use it.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100