Comments (2)
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.
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.
Related Issues (20)
- Proposed RFC Feature : Bloom Mask HOT 3
- SIG-Graphics-Audio Election Nominations 03/15 - 03/29 -- Elections 03/30 - 04/05 (2023) HOT 9
- Update ReadMe
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- Proposed RFC Feature =Shadow for QuadLight= HOT 3
- [ISSUE][DOCS] Asset link is broken and additional information should be added when using other project than AutomatedTesting HOT 2
- SIG Reviewer and Maintainer Nomination: AkioCL HOT 2
- Reviewer Nomination: kh-huawei HOT 5
- Reviewer Nomination: msat-huawei HOT 2
- Reviewer Nomination: mprettner-huawei HOT 3
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- Maintainer Nomination: jhmueller-huawei HOT 3
- [ISSUE][DOCS] Additional Cloth workflow tests documentation page is deprecated
- Reviewer Nomination: hosea1008 (Li Hongshan) HOT 12
- Proposed RFC Feature: Introduce DirectX Agility SDK HOT 4
- Proposed RFC Feature: New Spaces And Actions Architecture For The OpenXRVk Gem HOT 1
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from sig-graphics-audio.