fn build_pipeline_from_wgsl(
device: &Device,
pipeline_layout: &PipelineLayout,
target_format: TextureFormat,
source: &str,
label: &str,
) -> Result<RenderPipeline>Expand description
Build a comp-pass RenderPipeline from a fully-formed WGSL source string.
Used both for the default shader (built once at startup) and the user
shader (rebuilt on every preset load). The vertex/fragment entry-point
names are fixed by convention (vs_main/fs_main) — the user-shader
wrapper in onedrop-codegen produces them, and the default
comp.wgsl matches.