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Compute pipeline added, now i need to link bind groups, to use in vertex shader

Ghastrod vor 1 Jahr
Ursprung
Commit
10999ed1fc
1 geänderte Dateien mit 10 neuen und 2 gelöschten Zeilen
  1. 10 2
      src/lib.rs

+ 10 - 2
src/lib.rs

@@ -323,7 +323,15 @@ impl<'a> State<'a> {
                 label: Some("Render Encoder"),
         });
 
-        //Modify the buffer
+        {
+            let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor{
+                label: Some("Main Compute pass"),
+                timestamp_writes: None
+            });
+            compute_pass.set_pipeline(&self.compute_pipeline);
+            compute_pass.set_bind_group(0, &self.heightmap2_bindgroup, &[]);
+            compute_pass.dispatch_workgroups(self.dispatch.0, self.dispatch.1, 1);
+        }
 
 
         {
@@ -346,7 +354,7 @@ impl<'a> State<'a> {
                 occlusion_query_set: None,
                 timestamp_writes: None,
             });
-            //Compute pipeline
+
 
             //Render Pipeline
             //render_pass.set_pipeline(&self.sky_pipeline);