Deploying to gh-pages from @ e261b88a73 πŸš€

This commit is contained in:
XAMPPRocky
2020-11-13 07:50:09 +00:00
parent f71838f26c
commit 739134d6f5
4 changed files with 6 additions and 4 deletions

View File

@@ -419,7 +419,7 @@ fn main(inputs: &ShadingInputs, indirect_lighting: &IndirectLighting) {
}
</code></pre></pre>
<h1><a class="header" href="#suggestion" id="suggestion">Suggestion</a></h1>
<p>I think the most ergonomic and future proof binding method would be to have descriptors in structs, bound to the entrypoint. This allows us some nice, even more ergonomic upsides later on (when support is more widely available) where we can put data members in these structs as well. And along wit this, we can have very egonomic CPU side code as well, where we can keep shader invocation looking like a function call for a large part, instead of having to manually bind to slots again.</p>
<p>I think the most ergonomic and future proof binding method would be to have descriptors in structs, bound to the entrypoint. This allows us some nice, even more ergonomic upsides later on (when support is more widely available) where we can put data members in these structs as well. And along with this, we can have very egonomic CPU side code as well, where we can keep shader invocation looking like a function call for a large part, instead of having to manually bind to slots again.</p>
<h1><a class="header" href="#prior-art" id="prior-art">Prior art</a></h1>
<details>
<h2><a class="header" href="#metal" id="metal">Metal</a></h2>
@@ -477,6 +477,7 @@ fn compute(compute: Compute, buffer: Buffer&lt;N0, N0, RuntimeArray&lt;f32&gt;&g
<span class="boring">}
</span></code></pre></pre>
</details>
</main>
<nav class="nav-wrapper" aria-label="Page navigation">

View File

@@ -307,7 +307,7 @@ fn main(inputs: &amp;ShadingInputs, indirect_lighting: &amp;IndirectLighting) {
}
</code></pre></pre>
<h1><a class="header" href="#suggestion" id="suggestion">Suggestion</a></h1>
<p>I think the most ergonomic and future proof binding method would be to have descriptors in structs, bound to the entrypoint. This allows us some nice, even more ergonomic upsides later on (when support is more widely available) where we can put data members in these structs as well. And along wit this, we can have very egonomic CPU side code as well, where we can keep shader invocation looking like a function call for a large part, instead of having to manually bind to slots again.</p>
<p>I think the most ergonomic and future proof binding method would be to have descriptors in structs, bound to the entrypoint. This allows us some nice, even more ergonomic upsides later on (when support is more widely available) where we can put data members in these structs as well. And along with this, we can have very egonomic CPU side code as well, where we can keep shader invocation looking like a function call for a large part, instead of having to manually bind to slots again.</p>
<h1><a class="header" href="#prior-art" id="prior-art">Prior art</a></h1>
<details>
<h2><a class="header" href="#metal" id="metal">Metal</a></h2>
@@ -365,6 +365,7 @@ fn compute(compute: Compute, buffer: Buffer&lt;N0, N0, RuntimeArray&lt;f32&gt;&g
<span class="boring">}
</span></code></pre></pre>
</details>
</main>
<nav class="nav-wrapper" aria-label="Page navigation">

File diff suppressed because one or more lines are too long

File diff suppressed because one or more lines are too long