Native multi-view support ?
I am looking for native multi-view support to avoid emitting vertices from geometry shader when rendering 6 views into cubemap.
D3D12:
https://microsoft.github.io/DirectX-Specs/d3d/ViewInstancing.html
https://github.com/microsoft/DirectXShaderCompiler/wiki/SV_ViewID
Vulkan:
https://registry.khronos.org/vulkan/specs/latest/man/html/VkRenderPassMultiviewCreateInfo.html
Similar impl:
https://github.com/NVIDIA-RTX/NRI/blob/afd8c284de8a21dc69955ee5fe8c795b6ef0317a/Source/D3D12/PipelineD3D12.hpp#L281 (ViewInstancing impl)
https://github.com/NVIDIA-RTX/NRI/blob/afd8c284de8a21dc69955ee5fe8c795b6ef0317a/Source/VK/PipelineVK.hpp#L229 (DynamicRendering impl)
https://github.com/SaschaWillems/Vulkan/blob/master/examples/multiview/multiview.cpp https://github.com/SaschaWillems/Vulkan/blob/ce235bffe1bc1fc3267ab6680b806c8110f70562/shaders/glsl/multiview/multiview.vert#L25 (Legacy RenderPass impl)
Similar req:
https://github.com/gfx-rs/gfx/issues/3303
https://github.com/NVIDIA-RTX/NRI/issues/42
The only issue is that in Vulkan multiview needs to be enabled in the render pass, which is annoying.
This would pair amazingly with the OpenXR support that was recently added.