How to execute a compute shader before a vertex shader, and pass a shared buffer from one to another? #18680
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dennisorlando
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I am not, knowledgeable enough on the Bevy render pipeline to give you a precise answer. However, there is this quite obscure to discover but extremely useful document https://hackmd.io/@bevy/rendering_summary that you might benefit from. |
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Hi, I'm trying to use bevy's rendering system but I keep getting completely lost.
What I would like to achieve is supposedly simple:
I'm able to separately create 2. and 3. utilizing the two relevant examples ("gpu_drawback.rs" and "custom_shader_instancing.rs"), but the structs and methods used in those examples are so different that I have no idea how to combine them together; I'm not even sure where to start.
The instancing example uses a
render_resources::Buffer
to store instance data; can I just change it to arender_resources::StorageBuffer
without any complaints, so that I can then feed that to the compute shader?But, most importantly: how do I pipeline the compute shader before the vertex shader? The examples show two different approaches, one using something like a custom Render Node ("gpu_readback.rs") and the other ("custom_shader_instancing.rs") doing some weird stuff with... what I can only describe as "Dependency Injection wet dream". What even are e.g. DrawFunctions, Pipelines, Pipeline keys, "ViewSortedRenderPhases"? As you can tell, I'm very (very) confused (and lost)
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