Hi all,
So I am porting a DX9 game to metal, and I need to be able to parse the compiled shader to find out what goes where.
All the shaders take a bunch of parameters in a single global structure which is generated by game data setup by artists, so it's dynamic.
So when the shader has been loaded into a libray and the vertex and fragment functions have been created, I tried to create a dummy render pipeline state so I can get the MTLRenderPipelineReflection structure and work everything out.
But the render pipeline fails to compile. I think this is because I haven't setup the vertex inputs etc yet, which I cannot do until I have the reflection structure.
So I am stuck in a chicken and egg situation.
I need to setup the pipeline before I can get the information I need to setup the pipeline.
Any ideas?
Really stuck on this one.
Cheers
Stainless