Detect unbound descriptor sets
Open
Nobody has claimed this yet.
editor
good first issue
improvement
- Dominant language
- C++
- Stars
- 35
- Forks
- 6
- PR merge metrics
- No merged PRs in 30d
Description
Detect cases when descriptor set is declared inside shader but is not bound during rendering, from the engine side. Now this error throws only enabled Vulkan validation layers.
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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 tracing the engine-side rendering path that handles shader descriptor sets and compare it with the existing behavior when Vulkan validation layers are enabled. Determine where a declared but unbound descriptor set can be detected. Done means the engine reports these cases during rendering without relying on validation layers.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- cpp
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100