Integration experience improvements#91
Conversation
| } | ||
|
|
||
| TexCoords FetchTexCoords(Buffer<uint> indexBuffer, ByteAddressBuffer texCoordBuffer, uint primitiveIndex) | ||
| uint FetchInputIndex(ByteAddressBuffer indexBuffer, uint index) |
There was a problem hiding this comment.
The idea was to use a typed index buffer (Buffer) to allow the rendering API to handle the decoding logic via the SRV configuration. Did this approach not work in your integration for some reason?
|
Thanks for the PR, to me it looks like good additions overall, I only have some small question marks surrounding the index buffer format change. Out of curiosity, which engine are you integrating this into? I do understand if you can't share that information |
|
@nv-jdeligiannis Dagor engine. We are pooling indexes of many different objects with potentially different index formats inside of a single raw buffer, and the engine does not support views of any kind in it's RHI because of a long-lasting dx9 legacy. Sorry for not specifying this earlier, I'm quite rusty on the semantics of different buffer types and only now cleared up the picture for myself. |
While integrating the GPU baker into an engine, several issues occurred which forced us to patch the SDK. It would be wonderful if our changes could be upstreamed.
registerkeywords in macros hidden behind an additional macro level. This is again due to our preprocessor looking for hardcoded registers to avoid overlap with when doing automatic register scheduling based on input parameter names. As this trick is pretty common, I believe it is worth upstreaming this change.