SRV Component Mapping #228
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Is there any way to use component mapping while using Diligent? I tried to look into it, but from what I can tell, it looks like all of the values are being set to default for DirectX:
Would it be feasible to modify this value without a ton of effort? It would be super useful to set this up as It looks like both DirectX and OpenGL support this feature. From my limited research, it looks like the OpenGL version is called "Swizzle mask". |
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Replies: 3 comments 5 replies
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Yes, there is an open issue for this feature |
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That's amazing, thanks! |
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Is there any way to apply this component mapping to the default shader view of a texture that is created through the loader? Or is it necessary to create a secondary view of any texture we want to swizzle the components of? Or another question might be - is it possible to customize the default shader view of textures? The swizzle component being in the texture view description makes it appear difficult to reach without creating additional views, but maybe I'm missing something? Lastly, if swizzle does require a custom view, would adding additional views to all textures have any significant cost? Thanks again for this feature. It will be a life saver when using compressed block formats and grayscale images. |
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Yes, there is an open issue for this feature