Skip to content

Resource binding roadmap? #30

Description

@ib00

The example language is using GLSL/HLSL-like resource binding.

I find this resource binding horrible and complex. On the other hand, Metal 3.0 resource binding
API is the simplest and most powerful at the same time. You don't need the complexity of DX12 and Vulkan.

Are there any plans for moving to essentially what CUDA/OpenCL/Metal do?

You simply declare a standard C/C++ struct with data, GPU pointers and sampler/texture handles
and pass them as a regular function parameters.

Activity

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment

Metadata

Metadata

Assignees

No one assigned

    Labels

    enhancementNew feature or requesthelp wantedExtra attention is needed

    Type

    No type

    Projects

    No projects

      Milestone

      No milestone

      Relationships

      None yet

      Development

      No branches or pull requests

      Issue actions