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Now that drawIndirect is supported in WebGPURenderer, I think it is also helpful to add support for dipatching compute shaders indirectly.
Right now I have two compute shaders A and B. A's compute count is determined by B's output. So having the dispatchWorkgroupsIndirect feature would greatly help boost my application's performance.
Solution
Add a computeIndirect(indirect: IndirectStorageBufferAttribute) method to TSL Node class. And each ComputeNode can hold an indirect attribute, which can be used to dispatch workgroups indirectly.
Alternatives
N/A
Additional context
No response
The text was updated successfully, but these errors were encountered:
I'm wondering what you mean by dispatch indirectly. Please help me understand it a little more clearly.
Are you looking for a higher-level TSL functionality? More automation?
@Mugen87 If this is @HongchengZhao's wish, the TSL label would be appropriate here, since the DrawIndirect functionality as I envisioned it with the compute shaders, buffers, structs and structArrays is fully functional since r176.
P.S. Ah, I see in the W3C docu. That's a wgsl command
Description
Now that
drawIndirect
is supported in WebGPURenderer, I think it is also helpful to add support for dipatching compute shaders indirectly.Right now I have two compute shaders A and B. A's compute count is determined by B's output. So having the
dispatchWorkgroupsIndirect
feature would greatly help boost my application's performance.Solution
Add a
computeIndirect(indirect: IndirectStorageBufferAttribute)
method to TSLNode
class. And eachComputeNode
can hold an indirect attribute, which can be used to dispatch workgroups indirectly.Alternatives
N/A
Additional context
No response
The text was updated successfully, but these errors were encountered: