You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
If this is supposed to shift the binding number for buffers in metal then it's not working, otherwise a comment mentioning specifically which shading languages it applies to would be nice.
To reproduce- I expect this will be the case with any HLSL shader to the msl_macos target, likely ios too but I've not checked.
Expected behavior- I expected that the constant buffers binding #'s would come out in MSL as either (the source binding number, depending on the input language, or 0) + the shift cbuffers int parameter in Compiler::Options
I should perhaps mention this is only significant as an issue because I'm trying to automate the process of converting shaders from HLSL to MSL as part of the build process for a project.
The text was updated successfully, but these errors were encountered:
If this is supposed to shift the binding number for buffers in metal then it's not working, otherwise a comment mentioning specifically which shading languages it applies to would be nice.
To reproduce- I expect this will be the case with any HLSL shader to the msl_macos target, likely ios too but I've not checked.
Expected behavior- I expected that the constant buffers binding #'s would come out in MSL as either (the source binding number, depending on the input language, or 0) + the shift cbuffers int parameter in Compiler::Options
I should perhaps mention this is only significant as an issue because I'm trying to automate the process of converting shaders from HLSL to MSL as part of the build process for a project.
The text was updated successfully, but these errors were encountered: