Add support for conditional shader passes, hooks and bindings
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- Dominant language
- C
- Stars
- 37k
- Forks
- 3.5k
- Avg merge
- 1d 10h
- Merged PRs (30d)
- 22
Description
This is obviously a request for the next generation shaders.
It would be nice to be able to define preprocessor macros for shader passes, hooks and bindings. For instance, one might want to run a certain pass only if the source content is in a certain colorspace or they might want to hook different texture stages depending on some criteria etc.
Contributor guide
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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
The issue names no source files, tests, or entry points. Start by locating the shader-pass, hook, and binding implementation and reviewing how the next-generation shader system represents these elements; done means conditional macros can control each requested element according to the stated criteria.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- c
- Domain
- computer-graphics
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100