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Hello everyone, First of all thank you for this great shader language initiative. I discovered the project with your vulkanised conference and the first few hours spent using the language were a real pleasure, I never got excited this much when programming shader! 😄 So I have a simple question concerning the shader binding semantics. It seems the binding semantics are usable on shader stage inputs and outputs, which might be system defined and even user defined.
If I add these resources in a larger shader code, it will compile, link and give a valid output. Although, when using your reflection API the semantic name or index for these variables will be null. It is pretty easy at the scale of a project to standardize variable names, which reflect their usage, but semantics add another layer of expressiveness and control over the exposed resources. I wanted to know if user defined semantics for shader resources is a feature that is already in the code base (which I completely missed) or is it planned to have such feature? Again thank you for everything! 🙏 |
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Hi there! We currently don't have reflection support for HLSL semantics, but we do have reflection support for user defined attributes.
You can query for
Here are the definition ofr the
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Hi there! We currently don't have reflection support for HLSL semantics, but we do have reflection support for user defined attributes.
You can query for
[MyVar]
with these reflection APIs:Here are the definition ofr the
_AttributeTargets
enum: