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Sign updx12: Stricter shader visibility flags #2643
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And also is somewhat misleading in that for someone primarily developing on |
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Fair enough but handling all sort of invalid usage is not really in scope of the library. This means specifying for example VERTEX | FRAGMENT as shader visibility flags and using the descriptor in a geometry shader will still work fine for dx12 after addressing the issue. |
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Of course, just thought it was funny to see this issue posted when I'd helped someone debug this issue literally last night ;p |
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yeah, I skimmed over the discussion |
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Guideline:
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msiglreith commentedFeb 24, 2019
e.g https://github.com/gfx-rs/gfx/blob/master/src/backend/dx12/src/device.rs#L1333
dx12 supports resource shader visibility for one particular shader or for all. We currently just set it always to ALL, which may have some performance impacts.