Implement a Render Graph #16
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@ -107,6 +107,12 @@ impl RenderGraphPass for BasePass {
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RenderPassType::Node,
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RenderPassType::Node,
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None,
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None,
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vec![
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vec![
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// TODO: Make this a trait maybe?
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// Could impl it for (RenderGraphLabel, wgpu::BindGroup) and also
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// (RenderGraphLabel, wgpu::BindGroup, wgpu::BindGroupLabel) AND
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// (RenderGraphLabel, wgpu::BindGroup, Option<wgpu::BindGroupLabel>)
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//
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// This could make it slightly easier to create this
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(&BasePassSlots::DepthTexture, depth_texture_bg, Some(depth_texture_bgl)),
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(&BasePassSlots::DepthTexture, depth_texture_bg, Some(depth_texture_bgl)),
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(&BasePassSlots::ScreenSize, screen_size_bg, Some(screen_size_bgl)),
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(&BasePassSlots::ScreenSize, screen_size_bg, Some(screen_size_bgl)),
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(&BasePassSlots::Camera, camera_bg, Some(camera_bgl)),
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(&BasePassSlots::Camera, camera_bg, Some(camera_bgl)),
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