wgsl_to_wgpu
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Infer bind group visibility from entry points
The current implementation assumes one shader file for all entry points. Entry points have an associated ShaderStage, so the visibility can be inferred. There may be issues with some resources like SSBOs not working with all stages.
- [x] set visibility to available shader stages in module
- [ ] check visibility for SSBOs
Setting the visibility to all available stages can cause unnecessary API calls if resources are used in only some of the stages. This can lead to setting textures for the vertex shader, for example.