Can I use StorageTexture bindings with AsBindGroup
?
#8360
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I want to implement a custom material shader that uses an uint16 storage texture. Its certainly doable with implementing a custom pipeline but I wonder whether that is overkill and there is some way to do it with |
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Replies: 1 comment
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This is something I wanted for a while, but I don't think is possible yet, see #7640. This is a limitation of the |
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This is something I wanted for a while, but I don't think is possible yet, see #7640. This is a limitation of the
AsBindGroup
derive macro, though there isn't anything fundamentally preventing it.