Bindless#1323
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TothBenoit merged 10 commits intomasterfrom Jan 9, 2026
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| public var indirectCallBuffers : Array<h3d.impl.InstanceBuffer>; | ||
| public var buffers : Array<h3d.Buffer> = []; | ||
| public var bufferFormat : hxd.BufferFormat; | ||
| public var textureHandles : Array<h3d.mat.TextureHandle> = []; |
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I would set this as null and only create the array (and call the selectTextureHandles) if the feature is used. Otherwise this will alloc a lot of empty arrays and error on selectuTextureHandle on some platforms.
| public var globals : ShaderBufferData; | ||
| public var globalsHandles : haxe.ds.Vector<h3d.mat.TextureHandle>; | ||
| public var params : ShaderBufferData; | ||
| public var paramsHandles : haxe.ds.Vector<h3d.mat.TextureHandle>; |
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I don't see much need to have separate global and params handles. I think these should be merged into a single handles Vector. We can still have two counts so we offset (params after globals) when writing.
| public var uploadBuffer : TextureUploadBuffer; | ||
| var clearColorChanges : Int; | ||
| public var cpuViewsIndex : Array<Int> = [for (i in 0...16) -1]; | ||
| public var handles : Map<Int, h3d.mat.TextureHandle> = []; |
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Only create map on request (in getTextureHandles)
…array in MeshBatch and DX12Driver to avoid unnecessary array allocation.
…with bindless. Added auto PerInstance texture on MeshBatch.
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This is the first draft of a bindless implementation for heaps in DX12 only.
It introduces a new HXSL type TextureHandle which can used to retrieve textures without binding them. This enables us to remove the 16 textures limit and their binding cost.
Per-instance TextureHandle is supported. I have added a bindless sample demonstrating both simple and per instance bindless.
In order to easily introduce these new features, we should add a way for the HXSL compiler to convert texture bindings to a bindless scheme.
As discussed with Nicolas, this could look like the following :
@bindless @param var texture : Sampler2Dor
@perInstance @param var texture : Sampler2DThis still needs to be implemented, but it isn't required for these changes.