samplers not required?

This commit is contained in:
Piotrek
2021-05-06 15:53:45 +02:00
parent c16ad4f4a0
commit c089afbcbe
+8 -8
View File
@@ -43,10 +43,10 @@ impl Content {
); );
// Bind layout // Bind layout
let sampler_entry = wgpu::BindGroupLayoutEntry { // let sampler_entry = wgpu::BindGroupLayoutEntry {
binding: 0,visibility: wgpu::ShaderStage::FRAGMENT, count: None, // binding: 0,visibility: wgpu::ShaderStage::FRAGMENT, count: None,
ty: wgpu::BindingType::Sampler { comparison: false, filtering: false }, // ty: wgpu::BindingType::Sampler { comparison: false, filtering: false },
}; // };
let texture_entry = wgpu::BindGroupLayoutEntry { let texture_entry = wgpu::BindGroupLayoutEntry {
binding: 0, visibility: wgpu::ShaderStage::FRAGMENT, count: None, binding: 0, visibility: wgpu::ShaderStage::FRAGMENT, count: None,
ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D3, sample_type: wgpu::TextureSampleType::Uint }, ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D3, sample_type: wgpu::TextureSampleType::Uint },
@@ -56,8 +56,8 @@ impl Content {
label: None, entries: &[ label: None, entries: &[
wgpu::BindGroupLayoutEntry { binding: 0, ..texture_entry }, wgpu::BindGroupLayoutEntry { binding: 0, ..texture_entry },
wgpu::BindGroupLayoutEntry { binding: 1, ..texture_entry }, wgpu::BindGroupLayoutEntry { binding: 1, ..texture_entry },
wgpu::BindGroupLayoutEntry { binding: 2, ..sampler_entry }, //wgpu::BindGroupLayoutEntry { binding: 2, ..sampler_entry },
wgpu::BindGroupLayoutEntry { binding: 3, ..sampler_entry }, //wgpu::BindGroupLayoutEntry { binding: 3, ..sampler_entry },
], ],
} }
); );
@@ -69,8 +69,8 @@ impl Content {
entries: &[ entries: &[
wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&node_texture.create_view(&wgpu::TextureViewDescriptor::default())) }, wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&node_texture.create_view(&wgpu::TextureViewDescriptor::default())) },
wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(&block_texture.create_view(&wgpu::TextureViewDescriptor::default())) }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::TextureView(&block_texture.create_view(&wgpu::TextureViewDescriptor::default())) },
wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::Sampler(&device.create_sampler(&Default::default())) }, //wgpu::BindGroupEntry { binding: 2, resource: wgpu::BindingResource::Sampler(&device.create_sampler(&Default::default())) },
wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::Sampler(&device.create_sampler(&Default::default())) } //wgpu::BindGroupEntry { binding: 3, resource: wgpu::BindingResource::Sampler(&device.create_sampler(&Default::default())) }
], ],
} }
); );