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Fixed a WebGPU sequencing issue when skipIntro=true&once=false, caused by updating the cells and intro cells in the same compute pass. The WebGPU and REGL projects are now also slightly more alike.
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25
TODO.txt
25
TODO.txt
@@ -1,5 +1,19 @@
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TODO:
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Bloom comparison: WebGPU vs REGL
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Why are they different?
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Create a project that tests them side-by-side
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That's right, two canvases, one regl and one webgpu
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program them both to do the same basic ops in a floating point texture
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display that texture
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Retrieve the texture from the GPU and spit it out
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Possible causes of difference
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Color space
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Intermediate texture formats around high pass filter
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Floating point math
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Texture interpolation
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Blur implementation
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Audio system
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Toggle (or number representing frequency)
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Load the sound effect
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@@ -25,17 +39,6 @@ Support Resurrections SDF bevel and "lights"
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Anomaly mode toggles between this and anomaly streaks
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WebGPU
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Why is it brighter than the regl version?
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Create a project that tests them side-by-side
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That's right, two canvases, one regl and one webgpu
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program them both to do the same basic ops in a floating point texture
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display that texture
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Retrieve the texture from the GPU and spit it out
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Possible causes of difference
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Color space
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Floating point math
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Texture interpolation
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Blur implementation
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Try https://github.com/brendan-duncan/wgsl_reflect
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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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