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invalidThis doesn't seem rightThis doesn't seem right
Description
In configuration we can provide multiple output ids
Pass {
shader: "examples/feedback/shaders/blur.comp".to_string(),
dispatches: DispatchConfig::FullScreen,
input_resources: Vec::from([]),
output_resources: Vec::from([ 0, 1 ]),
}
And in the shaders we get one out_image id
layout( push_constant ) uniform PushConstants
{
float time;
int in_image;
int out_image;
} constants;
This doesn't make sense and might confuse end users.
Currently it's this system as the Pass resource id's are used to create the correct amount of images, otherwise only the first id is taken.
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invalidThis doesn't seem rightThis doesn't seem right