Wrote another utility method for cramming an array of resources into a bind group.

This commit is contained in:
Rezmason
2021-11-08 08:05:56 -08:00
parent 1528ca39a5
commit bbe3d62331
6 changed files with 36 additions and 61 deletions

View File

@@ -1,5 +1,5 @@
import uniforms from "/lib/gpu-uniforms.js";
import { makePassFBO, loadTexture, loadShader, makeUniformBuffer, makePass } from "./utils.js";
import { makePassFBO, loadTexture, loadShader, makeUniformBuffer, makeBindGroup, makePass } from "./utils.js";
const { mat4, vec3 } = glMatrix;
@@ -123,25 +123,8 @@ export default (context, getInputs) => {
},
});
computeBindGroup = device.createBindGroup({
layout: computePipeline.getBindGroupLayout(0),
entries: [configBuffer, timeBuffer, cellsBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
renderBindGroup = device.createBindGroup({
layout: renderPipeline.getBindGroupLayout(0),
entries: [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]
.map((resource) => (resource instanceof GPUBuffer ? { buffer: resource } : resource))
.map((resource, binding) => ({
binding,
resource,
})),
});
computeBindGroup = makeBindGroup(device, computePipeline, 0, [configBuffer, timeBuffer, cellsBuffer]);
renderBindGroup = makeBindGroup(device, renderPipeline, 0, [configBuffer, timeBuffer, sceneBuffer, linearSampler, msdfTexture.createView(), cellsBuffer]);
})();
const setSize = (width, height) => {