Comments (1)
There was consensus on the call today (Nov. 29, 2017) that the recommended/promoted human-writable shading language for WebGPU be (raw) HLSL.
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Related Issues (20)
- "get a copy of the image contents of a context" does not handle case where canvas is unconfigured HOT 2
- Allow 2d-array texture view as renderable texture view HOT 3
- PNG ImageBitmap (WebAPI) incompatibility with `copyExternalImageToTexture` for physically-based workflow. HOT 6
- Should there be a limit on the number of open GPUCommandEncoder instances? HOT 35
- Should bitcast tests allow FTZ on inputs/outputs? HOT 4
- Does an override need to be statically used by the entry point to be allowed? HOT 8
- Incorrect validation error with dispatchWorkgroupsIndirect HOT 3
- Add a diagnostic triggered when a pipeline-constant is set for an override in the shader module that is not used by the entry point HOT 1
- Clarify supported context formats definition HOT 1
- Do pipeline-creation errors encompass the whole module or just the GPUProgrammableStage? HOT 5
- Syntax problem in English HOT 1
- Texture Format RGBA32Float Does Not Support Storage Texture Access StorageTextureAccess::ReadWrite HOT 1
- Clamping behavior when comparison sampling `depth24plus` HOT 6
- Hardware feature levels (and compat) HOT 6
- GL_EXT_fragment_shader_barycentric HOT 1
- GPURenderCommandsMixin.draw / drawIndexed allows for the execution of far too many vertices HOT 10
- Unclear who "consumer" is. HOT 1
- Allow all vertex input attributes to be considered OOB if at least one is (in the "process vertices" algorithm) HOT 7
- Clarification regarding double negation (--) operator? HOT 10
- Type inconsistency between drawIndexed and drawIndexedIndirect calls HOT 2
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