Compute shaders can already be loaded, but have some edge cases in resource handling and dependency tracking.
Finalize *::computepass and *::computecall to offer the full functionality set as is expected.
At the end we should be able to effortlessly load a "compute" material that outputs to a texture (or other resource), which is then consumed by another "draw" or "compute" material. Preferably this has almost no user interactions needed (i.e. no code to map to one another if everything is described in data files).
Compute shaders can already be loaded, but have some edge cases in resource handling and dependency tracking.
Finalize
*::computepassand*::computecallto offer the full functionality set as is expected.At the end we should be able to effortlessly load a "compute" material that outputs to a texture (or other resource), which is then consumed by another "draw" or "compute" material. Preferably this has almost no user interactions needed (i.e. no code to map to one another if everything is described in data files).