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Description
I’m working on a DirectX 12 mesh‑shader sample using Vortice, and I noticed that there isn’t a high‑level .NET struct corresponding to the native D3DX12_MESH_SHADER_PIPELINE_STATE_DESC. As a result, I have to manually build a raw byte‑stream via PipelineStateStreamDescription and pin all subobjects (root signature, AS, MS, PS, blend, rasterizer, etc.), which is error‑prone and verbose.
It would be really helpful if Vortice exposed a dedicated MeshShaderPipelineStateDescription (or similar) that mirrors the native helper struct. That way, users could fill out its fields in a type‑safe manner—just like GraphicsPipelineStateDescription—and call CreatePipelineState without working directly with pointers and Marshal.StructureToPtr.
Reference:
DX12 official specification
The PipelineStateSubObjectType enum already includes AmplificationShader and MeshShader, so adding this wrapper would complete the mesh‑shader pipeline‑state API in Vortice. Thanks!