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A texture as staging buffer #2
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Hello, I'm not sure why you would want a texture as staging buffer, can you elaborate? |
i'm trying to render using a raymarcher i created directly to a texture ( like the game of life from bevy which renders the results directly to a texture : Game of Life ) |
Right now I focused my crate on doing computation on the GPU without caring about the render part, think nVidia's CUDA. |
I actually care about this as well. And looking through the code, I don't understand it super well yet but it's looking like it'd be fairly simple to add. It appears If this sounds right to you, I'll happily make a PR for it. |
Okay, this is a bit more complicated than I'd originally thought, and is requiring a deeper dive, but I should still be able to manage it. Textures are not backed by the same sort of buffer. The buffer or texture is assigned to the binding group entry as a I think we need to instead make a new enum which stores a And there's probably some thought needed for how the textures interact with the various read/write methods on |
Hi - is there any movement on this? |
I worked on it a bit, and ran into a number of complications. I'm sure they're all solvable, but it was becoming such a deep dive that I eventually decided it wasn't worth my time, and switched over to just building off the Game of Life example instead. |
is there a way to use a texture as staging buffer?
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