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Compute shaders #25
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The difficulty here is that (I also don't personally know enough about compute shaders specifically to come up with a good model for this, but I guess that's par-for-the-course) |
That's actually even better, because it allows to adapt an algorithm for the GPU progressively. If I have time I can actually look into this myself, but I'll probably better wait for the refactoring branch to be merged anyway. |
The |
This crate would be perfect for prototyping compute shaders!
I am trying to write a fluid simulation. While the initial CPU-based approach works great, it is just not performant enough. Therefore I want to port it to a compute shader implementation. The problem with compute shaders is the same as vertex/fragment shaders: It is nearly impossible to debug them! Therefore, it would be awesome if this crate would support a compute pipeline with work groups, storage buffers, work group memory, etc. This would allow me to author an algorithm which is suited for a GPU all without loosing debugging capabilities.
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