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Bindings

current_input

#
@group(0)
@binding(0)
var<storage> current_input: array<MeshInput>

indirect_parameters_metadata

#
@group(0)
@binding(1)
var<storage> indirect_parameters_metadata: array<IndirectParametersMetadata>

indirect_batch_sets

#
@group(0)
@binding(3)
var<storage, read_write> indirect_batch_sets: array<IndirectBatchSet>

indirect_parameters_build_job

#
@group(0)
@binding(4)
var<uniform> indirect_parameters_build_job: IndirectParametersBuildJob

indirect_parameters

#
@group(0)
@binding(5)
var<storage, read_write> indirect_parameters: array<IndirectParametersIndexed>
@group(0)
@binding(5)
var<storage, read_write> indirect_parameters: array<IndirectParametersNonIndexed>

Structures

IndirectParametersBuildJob

#

Specifies the batches that this shader invocation is to process.

struct IndirectParametersBuildJob {
first_batch_index: u32 ,
last_batch_index: u32 ,
}

Functions

main

#
@compute
Runs custom parallel code on the GPU, not limited to graphics
@workgroup_size(64)
Defines the size of a thread group. One to three numbers: width (x), height (y), and depth (z). Missing values default to 1
fn main (
@builtin(global_invocation_id)
global_invocation_id: vec3<u32>
)
Contents