-
Notifications
You must be signed in to change notification settings - Fork 14
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
Added RFC for Compute Shader support #167
Conversation
in Material-related files. Signed-off-by: galibzon <[email protected]>
to both *.MaterialPipelines and *.MaterialTypes This feature is important for alternative rendering methods like Texture/Object Space Shading that need to leverage the O3DE Material pipeline. The RFC is here: o3de/sig-graphics-audio#167 Please follow the RFC for details. Signed-off-by: galibzon <[email protected]>
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 generally support this RFC: having the option to use the Material-Shaders in a compute shader makes everything more flexible, and if we get nothing else, this is a good start.
But for this to be really useful, it would need to be a bit more flexible with the mip-level selection, and at least somehow support indirect dispatch.
And most features that would use this also need access to the geometry of multiple objects, but for that we also need RFC #152.
the SAMPLE_LEVEL_LOD macro for CS_SAMPLERS. Adjusted the RFC accordingly, and added remark that in the future we can provide more flexibility on whether using SampleLevel() or SampleGrad(). Signed-off-by: galibzon <[email protected]>
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.
Supportive of this RFC. Thanks for the contribution. Looking forward to seeing the texture space pipeline in future :)
* This commit adds support for Compute shaders to both *.MaterialPipelines and *.MaterialTypes This feature is important for alternative rendering methods like Texture/Object Space Shading that need to leverage the O3DE Material pipeline. The RFC is here: o3de/sig-graphics-audio#167 Please follow the RFC for details. Signed-off-by: galibzon <[email protected]>
* This commit adds support for Compute shaders to both *.MaterialPipelines and *.MaterialTypes This feature is important for alternative rendering methods like Texture/Object Space Shading that need to leverage the O3DE Material pipeline. The RFC is here: o3de/sig-graphics-audio#167 Please follow the RFC for details. Signed-off-by: galibzon <[email protected]>
Added RFC for Compute Shader support