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Question Bindless API support?

Discussion in 'Graphics Dev Blitz Day 2023 - Q&A' started by TJHeuvel-net, May 24, 2023.

  1. TJHeuvel-net

    TJHeuvel-net

    Joined:
    Jul 31, 2012
    Posts:
    838
    Is exposing bindless techniques on the radar at all?

    I'm not necessarily asking about making the Unity renderer(s) bindless, more about adding support for setting arrays of textures and buffers in Graphics/Material and MaterialPropertyBlock API's
     
    Saniell likes this.
  2. SebLagarde

    SebLagarde

    Unity Technologies

    Joined:
    Dec 30, 2015
    Posts:
    934
    Hi Bindless is a regular discussion internally but no decision have been made due to the large number of platform supported by Unity. This can evolve in the future.
     
  3. Saniell

    Saniell

    Joined:
    Oct 24, 2015
    Posts:
    191
    I don't understand what exactly is the problem here? Raytracing API is not supported on all platforms either, we also already have APIs like SetRandomWriteTargets which are not supported everywhere and are a bit clunky, but still really powerful and useful. It's hard to take your "platform support" logic as consistent

    Would it really be much of a problem to make CommandBuffer.SetBindlessTextureArray or something, that would support only Dx12 but then support for other platforms could be added? I'm saying this because you native plugins can not really help you currently so any support would really be appreciated. I can't see having modern terrain system without bindless as most solutions require dynamic indexing (See FarCry5, CoD Cold War or Witcher 3). Texture2D Arrays are very limiting in this regard
     
  4. TJHeuvel-net

    TJHeuvel-net

    Joined:
    Jul 31, 2012
    Posts:
    838
    I understand, thanks for the response! Ill be eagerly awaiting it :)
     
  5. wellmor

    wellmor

    Joined:
    Jan 9, 2016
    Posts:
    2
    Any updates here?
     
  6. Shikoq

    Shikoq

    Joined:
    Aug 5, 2023
    Posts:
    11
    Bump