Closed tebjan closed 7 months ago
Thanks, this was not intended of course. Reverted most of that commit except the part which adds the constraint to the T -> Gpu<T>
implicit linking.
There would also be the fix that would change the helper type VoidOrUnknown
to struct
, I've done that temporarily to get it working. I didn't check whether the HLSL return types must always be blittable types. I never tried to return Texture or Buffer from a HLSL method. If it doesn't work to return resources/objects the managed constraint would probably be ok.
Describe the bug The type constraint
unmanaged
prevents arbitrary shader-type compositions.Which version are you experiencing the bug with? 5.3-preview334
Is there an earlier version where this still works? 5.2
To Reproduce Steps to reproduce the behavior: build a shader graph with a custom shader type, not using known types, like ComputeFloat4 etc.
Expected behavior Shader graph works as before, arbitrary shader types can be composed, not only known ones.
Screenshots