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Currenly the output type is just hardcoded to vec4, I have a use case where I want to write to uint textures. In GLSL its possible to do like:
#if BGFX_SHADER_LANGUAGE_GLSL >= 400
out uvec2 visibility;
#endif
But theres no way to do this for SPIRV/HLSL this way. It also does not allow overriding of void main() for HLSL shaders, which could also be a solution to this issue. Example:
I would prefer the ability to set the FragData type of course, just mentioning that can also be another solution + it may be helpful in other scenarios whereby user wishes to define more inputs that BGFX doesnt generate. Could be seen as two separate issues but one also helps fix the other, albeit with hacky ifdefs
Currenly the output type is just hardcoded to vec4, I have a use case where I want to write to uint textures. In GLSL its possible to do like:
But theres no way to do this for SPIRV/HLSL this way. It also does not allow overriding of
void main()
for HLSL shaders, which could also be a solution to this issue. Example:The text was updated successfully, but these errors were encountered: