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## Problem
WebGPU is a good match for modern explicit graphics APIs such as Vulkan, Metal and D3D12. However, there are a large number of devices which do not yet support those APIs. In particular,…
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## Context
This is a continuation of a discussion that was had on the WebGPU matrix. There has been some discussion of this problem in #2229 but was not the primary topic.
As of the writing of t…
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## 🐛 Bug description
`wasm-pack test --headless --chrome` returns an error with the following message:
```console
Running /home/runner/work/ide/ide/target/wasm32-unknown-unknown/debug/deps/p…
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Could be worth switching to reverse depth + infinite far plane.
Reverse depth makes better use of how floating point numbers hold greater precision close to 0, reducing collisions.
Infinite far …
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webcl?
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##### This issue was imported from [Google Moderator](https://www.google.com/moderator/)
Moderator votes: **+3**
Issue added by **shizzleshaders** on **2014-04-18**
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I'm on TC39, and I'm working on advancing [a proposal](https://github.com/tc39/proposal-float16array) for Float16Array in JavaScript, which would hold IEEE binary16 floats. As part of that I'm explori…
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I'm implementing the WebGPU backend over here: https://github.com/hugoam/bgfx
I thought I'd open this issue to keep track of where I'm at, in a similar way you did for Vulkan
Here are the examples I…
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For example:
```
uniform sampler2D baseColorTexture;
```
That's fine for OpenGL.
But Vulkan needs to split the sampler from the texture, and use the sampler2D builtin to combine them at sampling …
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## What problem does this solve or what need does it fill?
There are a number of platform related rendering limitations that has been a consistent lowest common denominator in our rendering pipelines…
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Hi,
I need compute shader support to continue my project. I was wondering if there was already progress made here or if I should just figure it out and post a PR.
I'd like to keep it as much in …