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# Objective - Fixes #3970 - To support Bevy's shader abstraction(shader defs, shader imports and hot shader reloading) for compute shaders, I have followed carts advice and change the `PipelinenCache` to accommodate both compute and render pipelines. ## Solution - renamed `RenderPipelineCache` to `PipelineCache` - Cached Pipelines are now represented by an enum (render, compute) - split the `SpecializedPipelines` into `SpecializedRenderPipelines` and `SpecializedComputePipelines` - updated the game of life example ## Open Questions - should `SpecializedRenderPipelines` and `SpecializedComputePipelines` be merged and how would we do that? - should the `get_render_pipeline` and `get_compute_pipeline` methods be merged? - is pipeline specialization for different entry points a good pattern Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com> Co-authored-by: Carter Anderson <mcanders1@gmail.com> |
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.. | ||
animate_shader.rs | ||
compute_shader_game_of_life.rs | ||
custom_vertex_attribute.rs | ||
shader_defs.rs | ||
shader_instancing.rs | ||
shader_material.rs | ||
shader_material_glsl.rs | ||
shader_material_screenspace_texture.rs |