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@litherum discovered in #188 that there is a mismatch between the current WebGPU binding model (based on Vulkan) and the to-be-blessed WHLSL - assuming it matches D3D's HLSL.
As I understand it, there are two options:
- Bindings are keyed on a single int, and the language requires that
space0, etc., be specified in the input declaration. In BindGroupLayoutBindings should be identified by its position in the sequence #188, @magcius explained that DXC does this for Vulkan today. - Bindings are keyed on the tuple
(binding type, int), and shaders use t0, s0, u0, b0 without space0. In this case we may want to use the strings "t0" etc as the keys (rather than two actual dictionary fields).
We need to discuss this soon to unblock any changes to the bind group IDL.
This may be more nuanced than I have captured here. We probably talked about some of this during the binding model investigations (where we were talking about operating on top of d3d). There is useful info there too: #19
kvark