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I'll expectedly run into an error since I've marked it as read_only:
In Device::create_render_pipeline, label = 'physics::render::pipeline:22'
Error matching ShaderStages(VERTEX) shader requirements against the pipeline
Shader global ResourceBinding { group: 0, binding: 0 } is not available in the pipeline layout
Storage class Storage { access: StorageAccess(LOAD) } doesn't match the shader Storage { access: StorageAccess(LOAD | STORE) }
I'll get another validation error telling me that I need to enable the vertex_writable_storage feature:
Caused by:
In Device::create_bind_group_layout, label = 'physics::render::shader:18 [group0]'
Binding 0 entry is invalid
Features Features(VERTEX_WRITABLE_STORAGE) are required but not enabled on the device
Is it possible to re-use a ShaderModule, BindGroupLayout, and BindGroup to point to a shared writable storage buffer? Or is the only way to go about this to break this up into two separate shaders & layouts? I suppose in that case I could still reuse the same BindGroup?
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Assume I have the following shader:
If I create a
BindGroupLayout
with:I'll expectedly run into an error since I've marked it as read_only:
However, if I swap this to now be writable:
I'll get another validation error telling me that I need to enable the vertex_writable_storage feature:
Is it possible to re-use a
ShaderModule
,BindGroupLayout
, andBindGroup
to point to a shared writable storage buffer? Or is the only way to go about this to break this up into two separate shaders & layouts? I suppose in that case I could still reuse the sameBindGroup
?Any help appreciated!
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