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Use Update After Bind Descriptors for Bind Groups With Binding Arrays #6815

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@cwfitzgerald cwfitzgerald commented Dec 23, 2024

Closes #6737
Closes #6606

@cwfitzgerald cwfitzgerald requested a review from a team as a code owner December 23, 2024 07:42
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@cwfitzgerald cwfitzgerald marked this pull request as draft December 24, 2024 00:38
@cwfitzgerald cwfitzgerald force-pushed the cw/use-update-after-bind-for-binding-arrays branch 5 times, most recently from 88b1ce1 to 78549c4 Compare January 19, 2025 21:51
@cwfitzgerald cwfitzgerald force-pushed the cw/use-update-after-bind-for-binding-arrays branch from 78549c4 to 56d33e8 Compare January 21, 2025 00:26
@cwfitzgerald cwfitzgerald marked this pull request as ready for review January 21, 2025 00:30
@cwfitzgerald cwfitzgerald requested review from a team and crowlKats as code owners January 21, 2025 00:30
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This PR is a bit of a mess, but I think it's broadly correct and the following PRs will further refine feature specifics. Specifically, we're moving towards two features for bindless, not many. One for "Baseline Bindless" which gets you non-uniform indexing of Storage Textures, Storage Buffers, and Sampled Textures. Then one feature for non-uniform indexing of uniform buffers, if people end up wanting that.

F::TEXTURE_BINDING_ARRAY,
self.core.shader_sampled_image_array_dynamic_indexing != 0,
);
features.set(F::SHADER_PRIMITIVE_INDEX, self.core.geometry_shader != 0);
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Is it intentional that support for SHADER_PRIMITIVE_INDEX appears dropped here?

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Nope, good catch

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