bevyengine / bevyengine/bevy

Implement better compute support

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#2,638 4 comments 0 reactions 0 assignees View on GitHub
A-Rendering C-Feature
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Rust
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Description

## What problem does this solve or what need does it fill?
I'm working on adding voxel cone tracing, which requires meshes to be processed with a compute shader. Right now, some of the compute bindings from wgpu are still missing, and things like Draw don't work with compute passes

## What solution would you like?
Something similar to how the Draw logic currently works, but in a way that allows compute shaders as well, by either allowing it to have both Compute and Render passes, or making a seperate system that works for compute.

## What alternative(s) have you considered?
None yet, besides implementing this myself, but I'll need help with understanding how the draw system works in more detail first.

## Additional context
I've already made a pr for adding some of the missing wgpu exports for compute in #2628, but not much more.
I'm also working on the voxel cone tracing here: https://github.com/Dimev/bevy-vxgi, but I have no clue how correct this is due to not knowing much about the rendering system (yet)

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