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All streams of the scene are combined into a single buffer. This is very much like existing piet-gpu, however the various outputs from the compute stages (whether computed on CPU or GPU) will retain their separate bindings, which is more native to WGSL. There's a touch of ergonomics loss, in particular when we do transforms we'll need to unmarshal them by hand, but I think overall not too bad. |
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.. | ||
shared | ||
backdrop.wgsl | ||
backdrop_dyn.wgsl | ||
binning.wgsl | ||
coarse.wgsl | ||
draw_leaf.wgsl | ||
draw_reduce.wgsl | ||
fine.wgsl | ||
path_coarse.wgsl | ||
pathtag_reduce.wgsl | ||
pathtag_scan.wgsl | ||
tile_alloc.wgsl |