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wgslWebGPU Shading Language IssuesWebGPU Shading Language Issueswgsl resolvedResolved - waiting for a change to the WGSL specificationResolved - waiting for a change to the WGSL specification
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See the proposal.
We need to decide what will be arrayable, and the syntax to do so. There was consensus on the binding_array<T, N> type. For the various binding types here is the proposed syntax and discussion on arrayability:
- Sampled textures,
var a : binding_array<texture_2d<t32>, 2>, arrayable. - Storage textures,
var a : binding_array<texture_storage<r32uint, read_write>, 2>, arrayable. - Samplers,
var a : binding_array<sampler, 2>, arrayable. - External textures, non-arrayable (we could do it, but difficult for unsized array in the future, and it's overall a hassle)
- Uniform buffers
var<uniform> a : binding_array<Uniforms, 2>, arrayable TBD - Storage buffers
var<storage, read_write> a : binding_array<Uniforms, 2>, arrayable TBD - texel buffers
var a : binding_array<texel_buffer<r8uint, read_write>, 2>, arrayable TBD
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wgslWebGPU Shading Language IssuesWebGPU Shading Language Issueswgsl resolvedResolved - waiting for a change to the WGSL specificationResolved - waiting for a change to the WGSL specification