downsample_depth.wgsl

Bindings
Shader defs requirments:
š¢ MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT
@group(0)
@binding(0)
var
mip_0:
texture_storage_2d<r64uint, read>
Shader defs requirments:
š“ MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT, š¢ MESHLET
@group(0)
@binding(0)
var
mip_0:
texture_storage_2d<r32uint, read>
Shader defs requirments:
š“ MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT, š“ MESHLET, š¢ MULTISAMPLE
@group(0)
@binding(0)
var
mip_0:
texture_depth_multisampled_2d
Shader defs requirments:
š“ MESHLET_VISIBILITY_BUFFER_RASTER_PASS_OUTPUT, š“ MESHLET, š“ MULTISAMPLE
@group(0)
@binding(0)
var
mip_0:
texture_depth_2d
@group(0)
@binding(1)
var
mip_1:
texture_storage_2d<r32float, write>
@group(0)
@binding(2)
var
mip_2:
texture_storage_2d<r32float, write>
@group(0)
@binding(3)
var
mip_3:
texture_storage_2d<r32float, write>
@group(0)
@binding(4)
var
mip_4:
texture_storage_2d<r32float, write>
@group(0)
@binding(5)
var
mip_5:
texture_storage_2d<r32float, write>
@group(0)
@binding(6)
var
mip_6:
texture_storage_2d<r32float, read_write>
@group(0)
@binding(7)
var
mip_7:
texture_storage_2d<r32float, write>
@group(0)
@binding(8)
var
mip_8:
texture_storage_2d<r32float, write>
@group(0)
@binding(9)
var
mip_9:
texture_storage_2d<r32float, write>
@group(0)
@binding(10)
var
mip_10:
texture_storage_2d<r32float, write>
@group(0)
@binding(11)
var
mip_11:
texture_storage_2d<r32float, write>
@group(0)
@binding(12)
var
mip_12:
texture_storage_2d<r32float, write>
Structures
Functions
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(256, 1, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
fn
downsample_depth_first
(
,
)
@builtin(workgroup_id)
workgroup_id: vec3u
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(256, 1, 1)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1