Open jxo opened 3 months ago
As I understand it, this proposal is about using GLSL directly in Godot, not the Godot shader language. Is that correct?
For context, the reason we don't support this currently is that Godot shaders have to run when using OpenGL/WebGL as well which doesn't support this feature.
Ideally, to support texture arrays in shaders we would modify the syntax slightly to make it work with our internal shader templates and work in all rendering backends.
If we want to support texture arrays in GDShaders, then we need to figure out a way that it can work with all backends.
Ultimately, I think the best way to support this feature is through shader templates: https://github.com/godotengine/godot-proposals/issues/8366
Describe the project you are working on
Shader will use like this.
layout(set = 0, binding =5) uniform sampler2D texturesMap[];
the textureMap size will be a variable.
Describe the problem or limitation you are having in your project
Godot will get set bindings from byte code,will get size 0, it will set descriptorCount to 0, in uniform_set_create will complain the size is not correct.
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Maybe reset the descriptorCount in uniform_set_create
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
I'm not sure how to do that now.
If this enhancement will not be used often, can it be worked around with a few lines of script?
May be useful for some purpose.
Is there a reason why this should be core and not an add-on in the asset library?
Should in core. Relate to vulkan device