pub fn create_storage_image(
        &mut self,
        node: RenderGraphNodeId,
        mut constraint: RenderGraphImageConstraint,
        view_options: RenderGraphImageViewOptions,
    ) -> RenderGraphImageUsageId {
        constraint.resource_type |= RafxResourceType::TEXTURE_READ_WRITE;

        //TODO: In the future could consider options for determining stage flags to be compute or
        // fragment. Check node queue? Check if attachments exist? Explicit?
        let usage = self.add_image_create(node, constraint, view_options);
        self.node_mut(node).storage_image_creates.push(usage);
        usage
    }
//NOTE: Image will not be cleared, use clear_image_before_pass() on the returned value if it needs to be
// initialized to zero
/// Create a storage image and use it as a writable shader resource
Image will not be cleared, use clear_image_before_pass() on the returned value if it needs to be
initialized to zero
Create a storage image and use it as a writable shader resource
Image will not be cleared use clear_image_before_pass () on the returned value if it needs to be initialized to zero Create a storage image and use it as a writable shader resource
pub fn create_storage_image(
        &mut self,
        node: RenderGraphNodeId,
        mut constraint: RenderGraphImageConstraint,
        view_options: RenderGraphImageViewOptions,
    ) -> RenderGraphImageUsageId {
        constraint.resource_type |= RafxResourceType::TEXTURE_READ_WRITE;
        //TODO: In the future could consider options for determining stage flags to be compute or
        // fragment. Check node queue? Check if attachments exist? Explicit?
        let usage = self.add_image_create(node, constraint, view_options);
        self.node_mut(node).storage_image_creates.push(usage);
        usage
    }
pub fn create_storage_image ( & mut self , node : RenderGraphNodeId , mut constraint : RenderGraphImageConstraint , view_options : RenderGraphImageViewOptions , ) -> RenderGraphImageUsageId { constraint . resource_type |= RafxResourceType :: TEXTURE_READ_WRITE ; //TODO: In the future could consider options for determining stage flags to be compute or // fragment. Check node queue? Check if attachments exist? Explicit? let usage = self . add_image_create ( node , constraint , view_options ) ; self . node_mut ( node ) . storage_image_creates . push ( usage ) ; usage }
NOTE: Image will not be cleared, use clear_image_before_pass() on the returned value if it needs to be
initialized to zero
Create a storage image and use it as a writable shader resource
NOTE : Image will not be cleared use clear_image_before_pass () on the returned value if it needs to be initialized to zero Create a storage image and use it as a writable shader resource
&mut self
node
RenderGraphNodeId
constraint
RenderGraphImageConstraint
view_options
RenderGraphImageViewOptions
&mut self
node
RenderGraphNodeId
constraint
RenderGraphImageConstraint
view_options
RenderGraphImageViewOptions