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use WGSL for VertexFormat example types #4035

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3 changes: 3 additions & 0 deletions CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -68,6 +68,9 @@ By @Valaphee in [#3402](https://github.com/gfx-rs/wgpu/pull/3402)

- Omit texture store bound checks since they are no-ops if out of bounds on all APIs. By @teoxoy in [#3975](https://github.com/gfx-rs/wgpu/pull/3975)

### Documentation
- Use WGSL for VertexFormat example types. By @ScanMountGoat in [#4305](https://github.com/gfx-rs/wgpu/pull/4035)

### Bug Fixes

#### General
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68 changes: 34 additions & 34 deletions wgpu-types/src/lib.rs
Original file line number Diff line number Diff line change
Expand Up @@ -4302,73 +4302,73 @@ pub struct VertexAttribute {
#[cfg_attr(feature = "replay", derive(Deserialize))]
#[cfg_attr(feature = "serde", serde(rename_all = "lowercase"))]
pub enum VertexFormat {
/// Two unsigned bytes (u8). `uvec2` in shaders.
/// Two unsigned bytes (u8). `vec2<u32>` in shaders.
Uint8x2 = 0,
/// Four unsigned bytes (u8). `uvec4` in shaders.
/// Four unsigned bytes (u8). `vec4<u32>` in shaders.
Uint8x4 = 1,
/// Two signed bytes (i8). `ivec2` in shaders.
/// Two signed bytes (i8). `vec2<i32>` in shaders.
Sint8x2 = 2,
/// Four signed bytes (i8). `ivec4` in shaders.
/// Four signed bytes (i8). `vec4<i32>` in shaders.
Sint8x4 = 3,
/// Two unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec2` in shaders.
/// Two unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec2<f32>` in shaders.
Unorm8x2 = 4,
/// Four unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec4` in shaders.
/// Four unsigned bytes (u8). [0, 255] converted to float [0, 1] `vec4<f32>` in shaders.
Unorm8x4 = 5,
/// Two signed bytes (i8). [-127, 127] converted to float [-1, 1] `vec2` in shaders.
/// Two signed bytes (i8). [-127, 127] converted to float [-1, 1] `vec2<f32>` in shaders.
Snorm8x2 = 6,
/// Four signed bytes (i8). [-127, 127] converted to float [-1, 1] `vec4` in shaders.
/// Four signed bytes (i8). [-127, 127] converted to float [-1, 1] `vec4<f32>` in shaders.
Snorm8x4 = 7,
/// Two unsigned shorts (u16). `uvec2` in shaders.
/// Two unsigned shorts (u16). `vec2<u32>` in shaders.
Uint16x2 = 8,
/// Four unsigned shorts (u16). `uvec4` in shaders.
/// Four unsigned shorts (u16). `vec4<u32>` in shaders.
Uint16x4 = 9,
/// Two signed shorts (i16). `ivec2` in shaders.
/// Two signed shorts (i16). `vec2<i32>` in shaders.
Sint16x2 = 10,
/// Four signed shorts (i16). `ivec4` in shaders.
/// Four signed shorts (i16). `vec4<i32>` in shaders.
Sint16x4 = 11,
/// Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec2` in shaders.
/// Two unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec2<f32>` in shaders.
Unorm16x2 = 12,
/// Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec4` in shaders.
/// Four unsigned shorts (u16). [0, 65535] converted to float [0, 1] `vec4<f32>` in shaders.
Unorm16x4 = 13,
/// Two signed shorts (i16). [-32767, 32767] converted to float [-1, 1] `vec2` in shaders.
/// Two signed shorts (i16). [-32767, 32767] converted to float [-1, 1] `vec2<f32>` in shaders.
Snorm16x2 = 14,
/// Four signed shorts (i16). [-32767, 32767] converted to float [-1, 1] `vec4` in shaders.
/// Four signed shorts (i16). [-32767, 32767] converted to float [-1, 1] `vec4<f32>` in shaders.
Snorm16x4 = 15,
/// Two half-precision floats (no Rust equiv). `vec2` in shaders.
/// Two half-precision floats (no Rust equiv). `vec2<f32>` in shaders.
Float16x2 = 16,
/// Four half-precision floats (no Rust equiv). `vec4` in shaders.
/// Four half-precision floats (no Rust equiv). `vec4<f32>` in shaders.
Float16x4 = 17,
/// One single-precision float (f32). `float` in shaders.
/// One single-precision float (f32). `f32` in shaders.
Float32 = 18,
/// Two single-precision floats (f32). `vec2` in shaders.
/// Two single-precision floats (f32). `vec2<f32>` in shaders.
Float32x2 = 19,
/// Three single-precision floats (f32). `vec3` in shaders.
/// Three single-precision floats (f32). `vec3<f32>` in shaders.
Float32x3 = 20,
/// Four single-precision floats (f32). `vec4` in shaders.
/// Four single-precision floats (f32). `vec4<f32>` in shaders.
Float32x4 = 21,
/// One unsigned int (u32). `uint` in shaders.
/// One unsigned int (u32). `u32` in shaders.
Uint32 = 22,
/// Two unsigned ints (u32). `uvec2` in shaders.
/// Two unsigned ints (u32). `vec2<u32>` in shaders.
Uint32x2 = 23,
/// Three unsigned ints (u32). `uvec3` in shaders.
/// Three unsigned ints (u32). `vec3<u32>` in shaders.
Uint32x3 = 24,
/// Four unsigned ints (u32). `uvec4` in shaders.
/// Four unsigned ints (u32). `vec4<u32>` in shaders.
Uint32x4 = 25,
/// One signed int (i32). `int` in shaders.
/// One signed int (i32). `i32` in shaders.
Sint32 = 26,
/// Two signed ints (i32). `ivec2` in shaders.
/// Two signed ints (i32). `vec2<i32>` in shaders.
Sint32x2 = 27,
/// Three signed ints (i32). `ivec3` in shaders.
/// Three signed ints (i32). `vec3<i32>` in shaders.
Sint32x3 = 28,
/// Four signed ints (i32). `ivec4` in shaders.
/// Four signed ints (i32). `vec4<i32>` in shaders.
Sint32x4 = 29,
/// One double-precision float (f64). `double` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
/// One double-precision float (f64). `f32` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64 = 30,
/// Two double-precision floats (f64). `dvec2` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
/// Two double-precision floats (f64). `vec2<f32>` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64x2 = 31,
/// Three double-precision floats (f64). `dvec3` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
/// Three double-precision floats (f64). `vec3<f32>` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64x3 = 32,
/// Four double-precision floats (f64). `dvec4` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
/// Four double-precision floats (f64). `vec4<f32>` in shaders. Requires [`Features::VERTEX_ATTRIBUTE_64BIT`].
Float64x4 = 33,
}

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