Adding named debug groups to the WebGPU passes, and switching the pipeline create calls to the async methods

This commit is contained in:
Rezmason
2022-09-11 15:03:51 -07:00
parent c4fe2c53e4
commit ec831ce6f1
10 changed files with 79 additions and 79 deletions

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@@ -59,14 +59,9 @@ WebGPU
Get rid of end pass once it's possible to copy a bgra8unorm to a canvas texture
Switch to rgba32float somehow?
Why isn't this straightforward?
Best practices
https://www.youtube.com/watch?v=wYAvVUFQP2M&t=1360s
Use labels and debug groups everywhere
Create pipelines async-await
Use implicit pipeline layouts sparingly
I'm using implicit pipeline layouts
What would explicit layouts look like?
Try shorthand
Share a bind group and layout just for time?
Try using a buffer for the stripe pass 1D texture
Improve loop support
@@ -89,5 +84,7 @@ Deja vu effect: flashing rows
Then use a thunder-like pattern to show and hide the flash
gpu-buffer, working title
Support type aliasing (type Q = array<i32, 5>)
Support shorthand (vec4f)
Build mocha tests, example project
Give it its own repo, microsite