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Rewrote the WebGPU bloom pass based on the classic Unreal solution of blurring and combining the levels of an image pyramid. Fixed the regl bloom pass to use the downscaled blurred mipmap levels to build the first pyramid.
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15
TODO.txt
15
TODO.txt
@@ -1,18 +1,13 @@
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TODO:
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WebGPU
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Figure out texture pyramid stuff
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Idea: use mip levels to store stuff
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Multiple draw calls, if level N must downsample level N - 1
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Does every level HAVE to be downsampled from the previous level? Or can they all be downsampled from a single source?
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What about in my case in particular? I'm blurring everything anyway.
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blur pass
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Switch to rgba32float somehow?
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Why isn't this straightforward?
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Rename setSize to rebuild — it is the function that receives inputs as well as screen size
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Create and store the bloom bind groups on resize
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Make sure everything is properly commented
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Update links in issues
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Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
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Switch to rgba32float somehow?
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Why isn't this straightforward?
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Support looping
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