GPU: add support for N-many input images and not just exactly one#4166
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Firestar99 wants to merge 1 commit into
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GPU: add support for N-many input images and not just exactly one#4166Firestar99 wants to merge 1 commit into
Firestar99 wants to merge 1 commit into
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This pull request introduces support for multiple input images within the PerPixelAdjust shader runtime and macro. It updates the runtime to process a slice of texture lists, implements dynamic binding allocation using a new Counter utility, and synchronizes dispatch counts based on the shortest input list. Feedback focused on performance improvements, specifically recommending the use of Vec::with_capacity for the entries vectors during pipeline creation and within the dispatch loop to minimize re-allocations.
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The mandelbrot node computes only the which is going to be visible in the viewport and at the correct resolution, that is what that math is for |
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I'm sitting in the Eurostar from rustweek to Paris, running down the track at 300km/h, with a 30min delay of course... and finally found some time for something I wanted to add right after GSoC but never came around to it :D
GPU blend nodes

blend GPUnode with 2 inputs