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This is the first draft of a bindless implementation for heaps in DX12 only.

It introduces a new HXSL type TextureHandle which can used to retrieve textures without binding them. This enables us to remove the 16 textures limit and their binding cost.

Per-instance TextureHandle is supported. I have added a bindless sample demonstrating both simple and per instance bindless.

In order to easily introduce these new features, we should add a way for the HXSL compiler to convert texture bindings to a bindless scheme.
As discussed with Nicolas, this could look like the following :
@bindless @param var texture : Sampler2D
or
@perInstance @param var texture : Sampler2D

This still needs to be implemented, but it isn't required for these changes.

@TothBenoit TothBenoit requested a review from ncannasse December 19, 2025 15:30
public var indirectCallBuffers : Array<h3d.impl.InstanceBuffer>;
public var buffers : Array<h3d.Buffer> = [];
public var bufferFormat : hxd.BufferFormat;
public var textureHandles : Array<h3d.mat.TextureHandle> = [];
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I would set this as null and only create the array (and call the selectTextureHandles) if the feature is used. Otherwise this will alloc a lot of empty arrays and error on selectuTextureHandle on some platforms.

public var globals : ShaderBufferData;
public var globalsHandles : haxe.ds.Vector<h3d.mat.TextureHandle>;
public var params : ShaderBufferData;
public var paramsHandles : haxe.ds.Vector<h3d.mat.TextureHandle>;
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I don't see much need to have separate global and params handles. I think these should be merged into a single handles Vector. We can still have two counts so we offset (params after globals) when writing.

public var uploadBuffer : TextureUploadBuffer;
var clearColorChanges : Int;
public var cpuViewsIndex : Array<Int> = [for (i in 0...16) -1];
public var handles : Map<Int, h3d.mat.TextureHandle> = [];
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Only create map on request (in getTextureHandles)

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3 participants