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ComputeDispatcher

Struct ComputeDispatcher 

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pub struct ComputeDispatcher { /* private fields */ }
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Caches a compiled pipeline + bind group layout per label, so repeat dispatches skip WGSL parsing/validation. Blocks the calling thread until the result is read back.

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impl ComputeDispatcher

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pub fn new(instance: &RenderInstance) -> Self

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pub fn dispatch_f32<P: NoUninit>( &self, label: &'static str, shader: &str, params: &P, inputs: &[&[f32]], output_len: usize, workgroups: (u32, u32, u32), ) -> Result<Vec<f32>, String>

Dispatches shader’s main over output_len f32s (binding 1), with params as a uniform buffer (binding 0) and inputs as read-only f32 storage buffers at bindings 2, 3, .... inputs.len() must stay the same across calls sharing label, since the bind group layout is built once and cached under it.

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