Closed
Description
Currently when we compile the shaders we have SetAutoBindUniforms
set to true
. This results in unique binding per shader. But vulkan required unique bindings across all shaders for a given pipeline. This is leading me to explore options for generating a unique binding number for each of the shader types. shaderc
provides
SetBindingBaseForStage(shaderc_shader_kind shader_kind, shaderc_uniform_kind kind, uint32_t base)
I'm wondering if going this route with a fixed off-set based on shader_kind
is an acceptable short term solution, we can assume something like 128 bindings per shader_kind
.
cc: @chinmaygarde