You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
With bindless developers will have much more GPU-centric algorithms that use storage buffers as large memory allocations with custom data in it. They might pass a "pointer" to the data to their shaders with an offset in storage buffer (through an immediate). At the moment to view the content of a storage buffer as any type at any offset, they need to declare it as a array<u32/uvec4> and manually index into it.
This is awkward. Instead we should have some way to view a range of a storage buffer as a struct type (with defined OOB behavior).
This is a bindless companion feature request.
With bindless developers will have much more GPU-centric algorithms that use storage buffers as large memory allocations with custom data in it. They might pass a "pointer" to the data to their shaders with an offset in storage buffer (through an immediate). At the moment to view the content of a storage buffer as any type at any offset, they need to declare it as a
array<u32/uvec4>and manually index into it.This is awkward. Instead we should have some way to view a range of a storage buffer as a struct type (with defined OOB behavior).