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Nme webgpu2 #15003
Nme webgpu2 #15003
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://babylonsnapshots.z22.web.core.windows.net/refs/pull/15003/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/15003/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/15003/merge#BCU1XR#0 |
WebGL2 visualization test reporter: |
Visualization tests for WebGPU (Experimental) |
Visualization tests for WebGPU (Experimental) |
I will merge this one to keep the size under control :) |
Visualization tests for WebGPU (Experimental) |
WebGL2 visualization test reporter: |
Visualization tests for WebGPU (Experimental) |
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I could not check the shader code in ShadersWGSL
in detail, I guess we will see if it's ok if/when tests fail!
packages/dev/core/src/Engines/WebGPU/webgpuShaderProcessorsWGSL.ts
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packages/dev/core/src/Engines/WebGPU/webgpuShaderProcessorsWGSL.ts
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packages/dev/core/src/Engines/WebGPU/webgpuShaderProcessorsWGSL.ts
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packages/dev/core/src/Engines/WebGPU/webgpuShaderProcessorsWGSL.ts
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packages/dev/core/src/ShadersWGSL/ShadersInclude/lightUboDeclaration.fx
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packages/dev/core/src/ShadersWGSL/ShadersInclude/lightUboDeclaration.fx
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packages/dev/core/src/ShadersWGSL/ShadersInclude/lightUboDeclaration.fx
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Ok @Popov72, good for a second pass :D |
Visualization tests for WebGL 1 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
Visualization tests for WebGL 1 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
/** Sampler suffix when associated with a texture name */ | ||
public static readonly AUTOSAMPLERSUFFIX = "Sampler"; | ||
/** Flag used to disable diagnostics for WebGPU */ | ||
public static readonly DISABLEUA = "#define DIAGNOSTIC_OFF"; |
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I don't think DIAGNOSTIC_OFF
is a good name, because diagnostic(off, XXX)
is used in WebGPU to potentially disable different things (XXX). You can pass disable_uniformity_analysis
to disable UA, but you can/could also pass other keywords to disable other things in the future. So, something like #define DISABLE_UNIFORMITY_ANALYSIS
would probably be a better name.
state.compilationString += state._declareOutput(output) + ` = gl_FrontFacing ? 1.0 : 0.0;\n`; | ||
state.compilationString += | ||
state._declareOutput(output) + | ||
` = ${state._generateTertiary("1.0", "0.0", state.shaderLanguage === ShaderLanguage.GLSL ? "gl_FrontFacing" : "fragmentInputs.frontFacing")};\n`; |
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This one should be renamed Ternary
.
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