Ran the format script

This commit is contained in:
Rezmason
2025-05-05 08:52:35 -07:00
parent 7a10893486
commit 237990b44c
25 changed files with 1474 additions and 1403 deletions

View File

@@ -3,7 +3,10 @@ const loadTexture = async (device, url) => {
return device.createTexture({
size: [1, 1, 1],
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
usage:
GPUTextureUsage.TEXTURE_BINDING |
GPUTextureUsage.COPY_DST |
GPUTextureUsage.RENDER_ATTACHMENT,
});
}
@@ -15,7 +18,10 @@ const loadTexture = async (device, url) => {
const texture = device.createTexture({
size,
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
usage:
GPUTextureUsage.TEXTURE_BINDING |
GPUTextureUsage.COPY_DST |
GPUTextureUsage.RENDER_ATTACHMENT,
});
device.queue.copyExternalImageToTexture({ source, flipY: true }, { texture }, size);
@@ -28,7 +34,11 @@ const makeRenderTarget = (device, size, format, mipLevelCount = 1) =>
size: [...size, 1],
mipLevelCount,
format,
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.RENDER_ATTACHMENT,
usage:
GPUTextureUsage.TEXTURE_BINDING |
GPUTextureUsage.COPY_SRC |
GPUTextureUsage.COPY_DST |
GPUTextureUsage.RENDER_ATTACHMENT,
});
const makeComputeTarget = (device, size, mipLevelCount = 1) =>
@@ -36,7 +46,11 @@ const makeComputeTarget = (device, size, mipLevelCount = 1) =>
size: [...size, 1],
mipLevelCount,
format: "rgba8unorm",
usage: GPUTextureUsage.TEXTURE_BINDING | GPUTextureUsage.COPY_SRC | GPUTextureUsage.COPY_DST | GPUTextureUsage.STORAGE_BINDING,
usage:
GPUTextureUsage.TEXTURE_BINDING |
GPUTextureUsage.COPY_SRC |
GPUTextureUsage.COPY_DST |
GPUTextureUsage.STORAGE_BINDING,
});
const loadShader = async (device, url) => {
@@ -105,4 +119,14 @@ const makePipeline = async (context, steps) => {
};
};
export { makeRenderTarget, makeComputeTarget, make1DTexture, loadTexture, loadShader, makeUniformBuffer, makePass, makePipeline, makeBindGroup };
export {
makeRenderTarget,
makeComputeTarget,
make1DTexture,
loadTexture,
loadShader,
makeUniformBuffer,
makePass,
makePipeline,
makeBindGroup,
};