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webgpu

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Babylon.js
Drigax
Drigax commented Sep 15, 2020

See forum post: https://forum.babylonjs.com/t/babylon-editor-export-texture-scaling/12723/26

Reproducible via playground: https://playground.babylonjs.com/#DHZKGW#7

Currently when we export specularGlossiness PBRMaterials via _GLTFMaterialExporter._convertSpecularGlossinessTexturesToMetallicRoughnessAsync

We combine albedo + glossiness textures into Base64 texture string, stripping all

wgpu
Noxime
Noxime commented Jan 30, 2022

Description
When drawing meshes with a 0..0 instance range, ogpu crashes due to metal validation layers emitting an error. From my understanding on the WebGPU spec, this should be allowed and indeed works correctly on Vulkan and DX12.

Error

-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:instanceCount:baseInstance:maxVertexID:]:5161: failed assertion `Draw Errors Valida

Paddle.js is a web project for Baidu PaddlePaddle, which is an open source deep learning framework running in the browser. Paddle.js can either load a pre-trained model, or transforming a model from paddle-hub with model transforming tools provided by Paddle.js. It could run in every browser with WebGL/WebGPU/WebAssembly supported. It could also run in Baidu Smartprogram and WX miniprogram.

  • Updated Mar 11, 2022
  • JavaScript
OmarShehata
OmarShehata commented Dec 11, 2021

Right now the compute rasterizer only supports a simple list of triangles. It would be a good exercise to add support for an index buffer to support more complex models without using too much memory. You'll need to:

  • Create another buffer, similar to the vertex buffer, that holds indices into the vertex buffer, and send that to the compute shader
  • Change how many times the compute dispatches

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