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[DX12] Shader Propery loading

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Assessment

Difficulty
4/5
Estimated time
3-5 days
Newbie friendliness
35/100
Issue type
Feature
Clarity
Mostly clear
Activity status
Stale
Tech stack
c

Research direction

No files or tests are named. Start by locating the shader reflection API and root-signature setup, then inspect how material constant-buffer and texture data are extracted. Done means enforcing the MaterialData constant-buffer name, Mat_ texture prefix, and the specified descriptor-table layout for materials.

Written by the indexing model from the issue text.

Description

The shader reflection api has some missing features witch make it hard to get the data fully dynamic.

For now I'm going to enforce naming conventions to make the data extractions easier.

Materials basic data (ints, mats, vectors, etc..) Can only be in a single CB named MaterialData And the textures name must start with Mat_
And in the root signature they have to be in the following format:
DescriptorTable(CBV(b2, numDescriptors=1),SRV(t0, numDescriptors=x)) where x is the number of used textures

Dominant language
C
Stars
3
Forks
0
PR merge metrics
No merged PRs in 30d

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