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| author | Jay Kwak <82421531+jkwak-work@users.noreply.github.com> | 2024-09-26 15:27:47 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-09-26 15:27:47 -0700 |
| commit | 4730d54b478ab4aa4496e7a3c2972081f9aae356 (patch) | |
| tree | 58c8beb662a9639ea4796d3a9791aaad99989f90 /.github/workflows | |
| parent | 958dacf388cdd965b6d4858535f91a37f1ec1652 (diff) | |
Implement texture_storage_Xd in WGSL (#5158)
* Implement texture_storage_Xd in WGSL
This commit implements `texture_storage_Xd` in WGSL, which is similar
to RWTextureXD in HLSL.
It is intresting that `texture_storage_Xd` doesn't take the shader
type as its input argument at all.
Instead, it takes "texel format" enum value as its first template
parameter, which can be found here:
https://www.w3.org/TR/WGSL/#storage-texel-formats
As an example, `texture_storage_2d<rg32uint, read_write>` expects
vec4<u32> as a value type for `Load` and `Store`, where Z-component
will be ignored and treated as zero and W-component will be treated
always as 1. The type `u32` is inferred from the enum value `rg32uint`.
Note that the number of component is always fixed to 4 regardless how
many components are actually stored.
Diffstat (limited to '.github/workflows')
0 files changed, 0 insertions, 0 deletions
