[DX12] Shader Propery loading
Nobody has claimed this yet.
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
- Domain
- computer-graphics
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
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.
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