Expose SPIRV_SHADER_PASSTHROUGH native feature. #436
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
I needed this feature in my project, so i decided to add the bindings.
I don't write rust, so i just copied the existing code for
wgpuDeviceCreateShaderModule
and edited it as needed. The wiki was missing info about the generating glue code but i figure out that modifyingwgpu.h
was enough to generate what was needed. I tested the code on my C++ project by replacing a wgsl grid shader with glsl and didn't encounter any problems. Hopefully, i haven't forgotten anything.