-
-
Notifications
You must be signed in to change notification settings - Fork 3.6k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Reflect shader stage for bind groups. #189
Conversation
In general this looks like the right approach. Just left one comment. |
Testing on my machine now. Then we should be good to go! |
@cart
|
Can you rebase this on master? Format checking was enabled, and I believe the CI doesn't yet check for it at the commit you're at |
@multun Seems like |
Yeah we need the hash to be a 1:1 map between "things wgpu cares about / would require a new wgpu descriptor to work"
i think retrieving binding descriptor by index (without checking name) in a cross-shader context is probably even more shakey. what if the shader sets binding 0 to something that isnt the camera? names / conventions give us a set of "rules" we can rely on.
Yeah this is a little weird. I think I'm fine with merging this as-is, but we should create a tracking issue to resolve the underlying problem. This probably won't be the last time it comes up. |
Follow up via #264 |
This PR changes the shader reflection to automatically pick the correct shader stage/s.