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[msl-out] Replace per_stage_map
with per_entry_point_map
#2237
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I'm inclined to say that we replace @jimblandy @kvark thoughts? |
I left the |
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Thanks for the PR!
Let's postpone the removal of per_stage_map
.
We should also rename PerStageResources
to EntryPointResources
when we do that to minimize breaking changes.
Codecov Report
📣 This organization is not using Codecov’s GitHub App Integration. We recommend you install it so Codecov can continue to function properly for your repositories. Learn more @@ Coverage Diff @@
## master #2237 +/- ##
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+ Coverage 69.14% 82.03% +12.89%
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Files 77 80 +3
Lines 28260 43177 +14917
===========================================
+ Hits 19539 35421 +15882
+ Misses 8721 7756 -965
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@teoxoy sounds reasonable! |
@armansito since we got a +1 on removing We can keep Thank you! |
The existing `per_stage_map` field of MSL backend options specifies resource binding maps that apply to all entry points of each stage type. It is useful to have the ability to provide a separate binding index map for each entry point, especially when the same shader module defines multiple entry points of the same stage kind. This patch replaces `per_stage_map` with a new `per_entry_point_map` option where resources are keyed by the entry-point function name.
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No problem! I just force pushed a new change (I erased the previous two commits since they didn't no longer made sense). PTAL! |
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Looks solid! Thanks!
per_stage_map
with per_entry_point_map
The existing
per_stage_map
field of MSL backend options specifies resource binding maps that apply to all entry points of each stage type. It is useful to have the ability to provide a separate binding index map for each entry point, especially when the same shader module defines multiple entry points of the same stage kind.This patch introduces a new
per_entry_point_map
option. When fields are missing in the per-entry-point map, the code falls back to the existingper_stage_map
option as before.