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feat: Shell-less entry functions, createComputePipeline, createRenderPipeline #1835
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aleksanderkatan
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Docs (including pipeline docs) still use the old API, is this meant for another ticket?
| const fromColor = root.createUniform(d.vec3f); | ||
| const polarCoords = root.createUniform(d.u32); | ||
| const squashed = root.createUniform(d.u32); | ||
| const toColor = root.createUniform(d.vec3f); | ||
| const sharpness = root.createUniform(d.f32); | ||
| const distortion = root.createUniform(d.f32); | ||
| const time = root.createUniform(d.f32); | ||
| const grainSeed = root.createUniform(d.f32); |
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Even an example like this can get kind of close to the uniform limit per bind group (12). Have we considered possible approaches to amend this?
The number of uniform buffers (13) in the Vertex stage exceeds the maximum per-stage limit (12).
- While validating binding counts
- While validating [BindGroupLayoutDescriptor ""<unnamed> - Automatic Bind Group & Layout""]
- The error is readable, so users can just figure out that they can wrap these values into a single struct to only use 1 binding (though this may be non-trivial for new users).
- We could check the limits ourselves and throw more descriptive errors.
- We could group primitive uniforms into a struct ourselves.
- We could "bleed" the elements over the limit to another catch-all bind groups.
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The 4th "bleed" solution was my head canon for a while, though I would prefer if we intervened as little as possible. With that in mind, the 3rd would be even more invasive.
I think I'd prefer the 2nd solution for now.
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Created an issue for this #2059
Screen.Recording.2025-10-18.at.11.53.56.mov