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›
build_indirect_params.wesl
Save
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
Bindings
current_input
indirect_parameters_metadata
indirect_batch_sets
indirect_parameters_build_job
indirect_parameters
Structures
IndirectParametersBuildJob
Functions
main
Specifies the batches that this shader invocation is to process.