I created a compute shader based on this example , and was able to modify a PackedFloat32Array in the shader and print it in the editor.

Now I'm trying to include texture uniforms (to be modified in the shader with imageStore()), but the uniform setter functions in RenderingDevice are unclear, and there is no documentation on it yet. How are compute shader texture uniforms set?

Lines 22 through 27 look like they deal with setting up a uniform. Maybe that is some guidance. I've yet to invest time in familiarizing myself with SPIRV tho, so I can't really help much.

8 months later