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Storage Support in AsBindGroup #5499
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-UsabilityA targeted quality-of-life change that makes Bevy easier to useA targeted quality-of-life change that makes Bevy easier to useS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!
Description
What problem does this solve or what need does it fill?
Currently I use the storage binding to pass a vector of elements to a shader. Storage should be supported on the new AsBindGroup derive, otherwise it isn't really a replacement.
What solution would you like?
Support writing#[storage(0)] the same way #[uniform(0)] is supported.
What alternative(s) have you considered?
None, this is a pretty small change that fits in to the rest of the AsBindGroup macro, just seems like a strange missing piece.
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-UsabilityA targeted quality-of-life change that makes Bevy easier to useA targeted quality-of-life change that makes Bevy easier to useS-Ready-For-ImplementationThis issue is ready for an implementation PR. Go for it!This issue is ready for an implementation PR. Go for it!