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[wgsl] Define the interface of an entry point in a WGSL program #774

@dneto0

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@dneto0

For an entry point in a WGSL program: what objects form the data interface with the outside world?

  • user data on input/output for vertex and fragment shaders
  • builtin variables
  • buffer and image resources

Also, how do those objects combine to form an interface.

This is a needed so we can write interface matching rules between vertex and fragment shaders within a pipeline. (#644)

We also need it to write the rules for when a shader (buffer and image) resource interface matches a pipeline configuration.

This is a blocker for meaningful support of vertex and fragment shaders.

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