| 1 |
--- |
| 2 |
title: "`DownsampleShaders::general` is now a `Handle<Shader>`" |
| 3 |
pull_requests: [25744] |
| 4 |
--- |
| 5 |
|
| 6 |
`DownsampleShaders::general` is now a single `Handle<Shader>` instead of a `HashMap<TextureFormat, Handle<Shader>>`. |
| 7 |
|
| 8 |
Code that looked up a shader in `DownsampleShaders::general` and queued its own compute pipelines should specialize the new `DownsamplePipeline` resource instead. It adds the required shader defs itself. Build a `DownsamplePipelineKey` for each pass, then get the pipeline from `SpecializedComputePipelines<DownsamplePipeline>` and the bind group layout from the key: |
| 9 |
|
| 10 |
```rust |
| 11 |
let first = DownsamplePipelineKey { |
| 12 |
texture_format: TextureFormat::Rgba16Float, |
| 13 |
array_texture: true, // for cubemaps and other 2D array textures |
| 14 |
combine_bind_groups: can_combine_downsampling_bind_groups(&render_adapter, &render_device), |
| 15 |
pass: DownsamplePass::First, |
| 16 |
}; |
| 17 |
let second = DownsamplePipelineKey { pass: DownsamplePass::Second, ..first }; |
| 18 |
|
| 19 |
let first_pipeline = specialized_pipelines.specialize(&pipeline_cache, &downsample_pipeline, first); |
| 20 |
let first_layout = first.bind_group_layout(); |
| 21 |
``` |
| 22 |
|
| 23 |
If you do this in a `RenderStartup` system, order it after `init_gpu_resource::<DownsamplePipeline>` and `init_gpu_resource::<SpecializedComputePipelines<DownsamplePipeline>>`, since both resources are created there. |
| 24 |
|
| 25 |
The `FIRST_PASS` and `SECOND_PASS` shader defs in `downsample.wesl` are now `SPLIT_BIND_GROUP_FIRST` and `SPLIT_BIND_GROUP_SECOND`. |