-
Notifications
You must be signed in to change notification settings - Fork 360
Bindless : First draft #1323
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: master
Are you sure you want to change the base?
Bindless : First draft #1323
Conversation
h3d/scene/MeshBatch.hx
Outdated
| public var indirectCallBuffers : Array<h3d.impl.InstanceBuffer>; | ||
| public var buffers : Array<h3d.Buffer> = []; | ||
| public var bufferFormat : hxd.BufferFormat; | ||
| public var textureHandles : Array<h3d.mat.TextureHandle> = []; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I would set this as null and only create the array (and call the selectTextureHandles) if the feature is used. Otherwise this will alloc a lot of empty arrays and error on selectuTextureHandle on some platforms.
h3d/shader/Buffers.hx
Outdated
| public var globals : ShaderBufferData; | ||
| public var globalsHandles : haxe.ds.Vector<h3d.mat.TextureHandle>; | ||
| public var params : ShaderBufferData; | ||
| public var paramsHandles : haxe.ds.Vector<h3d.mat.TextureHandle>; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
I don't see much need to have separate global and params handles. I think these should be merged into a single handles Vector. We can still have two counts so we offset (params after globals) when writing.
h3d/impl/DX12Driver.hx
Outdated
| public var uploadBuffer : TextureUploadBuffer; | ||
| var clearColorChanges : Int; | ||
| public var cpuViewsIndex : Array<Int> = [for (i in 0...16) -1]; | ||
| public var handles : Map<Int, h3d.mat.TextureHandle> = []; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Only create map on request (in getTextureHandles)
…array in MeshBatch and DX12Driver to avoid unnecessary array allocation.
This is the first draft of a bindless implementation for heaps in DX12 only.
It introduces a new HXSL type TextureHandle which can used to retrieve textures without binding them. This enables us to remove the 16 textures limit and their binding cost.
Per-instance TextureHandle is supported. I have added a bindless sample demonstrating both simple and per instance bindless.
In order to easily introduce these new features, we should add a way for the HXSL compiler to convert texture bindings to a bindless scheme.
As discussed with Nicolas, this could look like the following :
@bindless @param var texture : Sampler2Dor
@perInstance @param var texture : Sampler2DThis still needs to be implemented, but it isn't required for these changes.