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HLSL: binding start offset feature #2340
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What do you mean here, do you want to offset packoffset() (c0), or register(b#)? Of the latter, you can use the resource binding APIs to achieve that. Random resource shifts is jarring and not supported. You can override the bindings in many different ways. |
Yeah, I was about packoffset(c#) starts from some arbitrary value and register(b#, space#) to start from some value and was thinking about this feature or how to do this if already implemed features |
You want to look at CompilerHLSL::add_hlsl_resource_binding. It can override register/space as needed. |
@HansKristian-Work there is another thing with generating actual hlsl code. It is similar to my initial issue, but different, and I think this should be a bug. For example, I have this piece of glsl shader bindings defines:
And the issue is that it will translate to something like this:
The issue is that after translating glsl to hlsl, there will be overlapping registers and I wont be able to create a pipeline state. If I have a register, which is actually an array of samplers (like GBuffer in my code), then, the bindings after that should come like this:
Or it shpuld just generate Texture2DArray, but then without binding offset |
Hi, I have small user experience issue, not really bug or anything. I am interested if spirv-cross have a feature so that when it cross compile from spv to hlsl, it would start, for example, CBVs not from 0, but from another user specified value.
For example, right now, I have this cbuffer, generated from spirv:
And I want to know if it spirv-cross could generate the bindings for specific resource type to be started from another value(for example, starting from 1) and not from zero
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