On a compute shader, I want to use runtime buffer array length for the loop. However shading languages don't allow conditions that can be resolved only in runtime.
//runtime sized buffer
@group(0)
@binding(0)
var<storage, read_write> v_indices: array<u32>;
fn some_function() {
//this doesn't work
for(var i = 0 ; i <= arrayLength(&v_indices);i=i+1){
}
}
I think i can make fixed buffer size as that will solve this intermediate problem, but that will defeat the purpose of implementing BigInt in wgsl.
i tried fixed buffer size as that will solve this intermediate problem, but that will defeat the purpose of implementing BigInt in wgsl.