bevyengine / bevyengine/bevy

Add and use a `naga_oil` macro to abstract over material texture sampling shader code

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#16,737 1 comment 0 reactions 0 assignees View on GitHub
A-Rendering C-Code-Quality D-Macros D-Modest S-Ready-For-Implementation
Dominant language
Rust
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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

Open the contributing 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

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