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adiblev avatar adiblev commented on July 17, 2024

How would this cope with exposure of textures and handling them via the definition of a surface? was this taken into account?

from sig-graphics-audio.

kh-huawei avatar kh-huawei commented on July 17, 2024

Like the RayTracingMaterialSrg does now: the Material-Info struct holds the indices of the Texture Views relevant for the material instance, and the textures are then accessed via the bindless Srg.

There are actually two indirections going on currently: The MaterialInfo holds one start-index into the m_materialTextureIndices, and that buffer holds the index of the bindless texture view (either in the bindless m_materialTextures array in the same srg, or the Bindless_Srg - index directly). Seems like an optimization so the materialInfo-struct only needs one texture-index, and/or so that the texture-views for one material-instance are sequential in memory, but i'm not sure how useful that actually is.

from sig-graphics-audio.

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