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authorJay Kwak <82421531+jkwak-work@users.noreply.github.com>2024-09-26 15:27:47 -0700
committerGitHub <noreply@github.com>2024-09-26 15:27:47 -0700
commit4730d54b478ab4aa4496e7a3c2972081f9aae356 (patch)
tree58c8beb662a9639ea4796d3a9791aaad99989f90 /.github/workflows
parent958dacf388cdd965b6d4858535f91a37f1ec1652 (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.
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