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Shader-visible entities occupying multiple locations #1733

@kvark

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@kvark

There are different things we may have that occupy more than one shader location/binding:

For each of these, we can make a decision to either allocate consecutive indices (starting with the one that user specified), or shadow-allocate the locations/bindings internally. The former would be consistent with native APIs. The latter is possible if the implementations have to re-map all the bindings (and/or locations) anyway.

It would be good if our story on the subject was consistent.

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    apiWebGPU APIinvestigationwgslWebGPU Shading Language Issues

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