WGPUColor is set up to use double because it can represent all of the possible render pass clear values - it's used as a union of f32, i32, and u32.
However, AFAIK, blending, and therefore wgpuRenderPassEncoderSetBlendConstant, never applies to sint/uint type textures, so should we just take four 32-bit floats instead? Slightly more efficient.
WGPUColor
is set up to usedouble
because it can represent all of the possible render pass clear values - it's used as a union off32
,i32
, andu32
.However, AFAIK, blending, and therefore
wgpuRenderPassEncoderSetBlendConstant
, never applies to sint/uint type textures, so should we just take four 32-bitfloat
s instead? Slightly more efficient.