libretro / libretro/RetroArch

d3d11,12 won't allow a shader pass to sample its feedback or next ones.

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Dominant language
C
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Description

Description

glcore and vulkan output drivers allow to access a feedback pass from whatever pass in the pass chain.
d3d11 and d3d12 just dont.

Expected behavior

to be able to define something like

layout(set = 0, binding = x) uniform sampler2D this_passFeedback;
layout(set = 0, binding = y) uniform sampler2D future_passFeedback;

[...]

vec4 feedback_this = texture(this_passFeedback, vTexCoord) ;
vec4 feedback_future = texture(future_passFeedback, vTexCoord);
Actual behavior

d3d11 just returns a black color.
d3d12 crashes.

Version/Commit
  • RetroArch: [version/commit]
    1.16.0.3

  • OS: Tested on:
    Windows 11+Radeon GPU+d3d12,
    Windows 10+ Intel GPU + d3d12,
    Windows 10 + IntelGPU + d3d11,
    Linux+Wine + Nvidia gpu + DXVK (d3d11)..

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by reproducing the shader feedback behavior on the d3d11 and d3d12 drivers described in the issue, then compare their pass-chain handling with the glcore and vulkan output drivers. Done means this_passFeedback and future_passFeedback return usable samples on d3d11 and d3d12 without the reported black output or crash.

Written by the indexing model from the issue text.

Assessment

Tech stack
c
Domain
backend, computer-graphics
Issue type
Bug
Difficulty
5/5
Estimated time
Over a week
Activity status
Stale
Clarity
Mostly clear
Newbie friendliness
30/100

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