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Vertex inputs: push-model with sparse arrays #249
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Discussed at the 1 April Teleconference |
design/sketch.webidl
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u64 stride; | ||
GPUInputStepMode stepMode; | ||
sequence<GPUVertexAttributeDescriptor> attributes; |
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Can we call this attributeSet
, so it's clear it's unordered? (Or rather that the order doesn't matter)
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I wish there were a better way to describe a set here (JS has a Set...) because this name still isn't extremely clear to me. Maybe it's just because I hear terms like "descriptor set" too much.
Anyway, done, unless there are any better name suggestions.
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@kainino0x nit: would you mind rebasing instead of introducing the merge commit? |
The merge is there because I used the online interface to merge. If we squash the PR (and we should), then shouldn't it get squashed away too? |
I suppose it will, but I'm not used to this workflow. Wondering if that commit would still be treated as the merge commit by git history... |
I'm pretty sure it will not be a merge commit, if I remember correctly the last time I did that. |
This was approved in the call, can we land it? |
I think so. |
FYI, squashing did produce one commit with one parent. |
* Fixes about hasDynamicOffset and multisampled in BGL hasDynamicOffset and multisampled should be undefined in BGL if the binding types are incorrect. Previously we allow them to be false. This change moves hasDynamicOffset tests out of visiblity test and combine it with other optional parameters in BGL. It also added a validation rule that if the binding type is storage texture, the viewDimension can't be 'cube' or 'cube-array'. * Addressed feedback from Kai
For history, see #186.