GPUCreateInfo Compile Time Descriptors #116594
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The aim of this task is to remove the need for string lookup for binding resources.
Another use of this would be to avoid missing resources.
While the overhead of the string lookups is debatable, avoiding missing resource bind by compilation error would be a great time saver.
This could be also the opportunity to create a system closer to what the backends use for tracking and uploading the resources but this isn't the priority.
Current system
The current way of avoiding the string lookup is to resort to macro definitions in a shared file like
eevee_defines.h
and use the same macros in both the shader interface and the binding code.This is quite straightforward but you have to track the lifetime of each slot binding as the slots can be used differently by different shaders.
Also, not all slots indices are important. Only those reused across shaders are important and should use defines like this.
Proposed system
The
**_info.hh
files are quite standalone and could be preprocessed and compiled as an other executable that could generate the descriptor classes.The following
eevee_ray_tile_classify
with its dependencies ...... could generate the following class ...
... with a slot structure looking like this.
The user code would look like this:
This have the benefit of creating a compilation error if any renaming in the create info is not reflected on the C++ side. More over, it adds missing resources check.
Another potential benefit of this is the possibility of completely phasing out the
gpu::ShaderInterface
. But that would require changing the C style API in the whole codebase.