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Determine shader output type #3098

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@cykoder cykoder commented May 15, 2023

EG:

#pragma BGFX_FRAG_OUTPUT_TYPE uvec2

void main() {
  gl_FragData[0] = uvec2(1u, 1u);
}

Perhaps not the best way of doing it - happy to implement suggestions

@cykoder cykoder requested a review from bkaradzic as a code owner May 15, 2023 03:00
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You should come up with solution that works with all shader backends.

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cykoder commented May 15, 2023

could you elaborate on what you'd expect? are you referring to ensuring it compiles and outputs in every backend or that this is too gl/vulkan specific? i've tested it with hlsl, spirv, gl and gles - seems to compile atleast. Was intending to create an example once the "how" was decided

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bkaradzic commented May 15, 2023

Was intending to create an example once the "how" was decided

I would suggest creating example first... This hack is sufficient to create example. Example will let you test that everything works everywhere as expected. This will allow you to explore all issues with all backends without worrying to much how it will look at the end. Then afterwards we can come up with solution which will most likely present itself once you solve those issues you discovered.

Also keep in mind that gl_FragColor is just alias for gl_FragData[0] in case of MRT.

Signed-off-by: Sam Hellawell <[email protected]>
Signed-off-by: Sam Hellawell <[email protected]>
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