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The MSDF stuff shouldn't be in its own uniform buffer. This is basically config stuff.
Added a compute pass that currently does nothing while I learn how to make use of it.
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6
TODO.txt
6
TODO.txt
@@ -4,8 +4,11 @@ WebGPU
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First decent rainRender
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Port compute pass 100%
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Compute entry point can live in the same wgsl file, I think
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use textureLoad for texel access in render pipeline
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ping-pong buffers
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Bind both ping-pong buffers in render pass
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The frame integer can be used by the render code to reference the correct one
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Reorder the config fields
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Reconsider how the bind groups are organized?
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Render target
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Resize accordingly
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Put in its own module
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@@ -13,6 +16,7 @@ WebGPU
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The other passes should be a breeze
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Just add them to the render bundle
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Update links in issues
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std140
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