Rezmason
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b86b97fde9
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Adding an FPS argument. The renderers now determine whether the current frame should be rendered, and passes use that to determine whether to render or not. The rain pass, however, will still update the simulation at full speed.
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2022-10-03 23:45:56 -07:00 |
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Rezmason
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ec831ce6f1
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Adding named debug groups to the WebGPU passes, and switching the pipeline create calls to the async methods
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2022-09-11 20:09:32 -07:00 |
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Rezmason
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a0c1f22fd1
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Updating WebGPU project to satisfy Chrome Canary
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2022-08-07 19:17:22 -07:00 |
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Rezmason
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f72d5450e8
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Replacing the deprecated loadValue property in the render pass config descriptors' color attachments
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2022-04-30 18:16:33 -07:00 |
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Rezmason
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4118faca27
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Pass::endPass --> Pass:end
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2022-04-30 18:16:33 -07:00 |
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Rezmason
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b26155d20e
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Adding some more comments. Destructuring the context object in the pass modules. A little code cleanup in bloomPass. Changing the endPass sampler to be cheaper.
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2021-11-15 01:05:05 -08:00 |
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Rezmason
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1b61e304a5
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Refactoring the pass and pipeline, so that inputs and size are handed to and returned from the build function (formerly setSize). This is now the earliest place to build bind groups, which makes sense, because it's also the earliest place to create textures that are proportional to the size of the canvas.
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2021-11-15 00:30:09 -08:00 |
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Rezmason
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9ad655ca2e
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Created a pass-through post processing compute pass. The other post-processing passes will be changed over to this kind of thing.
makePassFBO has now been split into makeRenderTarget and makeComputeTarget.
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2021-11-11 09:18:32 -08:00 |
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Rezmason
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9c861fd50b
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Replacing the final copyToTexture call with a tiny render pass, so that the postprocessing passes can be compute shaders working off of storage textures instead.
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2021-11-11 08:24:30 -08:00 |
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