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webgpu: backend components created and conditionally logged #8507
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[[nodiscard]] ShaderModel getShaderModel() const noexcept final; | ||
[[nodiscard]] ShaderLanguage getShaderLanguage() const noexcept final; | ||
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WebGPUPlatform& mPlatform; |
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This seems ok to me as long as we can assume the platform will always outlive the driver. We need to verify that assumption,.
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@poweifeng is this a fair and safe assumption that the platform should always outlive the driver?
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lgtm
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@poweifeng note that we just ran into a snag when rebasing where we get some runtime errors as a result of WebGPUDriver.cpp indicating the shader language is WGSL (as opposed to ESSL3). But, I did not want to have that hold up getting some feedback on the PR as we address it. ShaderLanguage WebGPUDriver::getShaderLanguage() const noexcept {
return ShaderLanguage::WGSL;
} update: |
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Initial groundwork in creating WebGPU backend components, namely the instance, adapter, device, and queue. If configured to do so, the backend will print out details about these components. The samples/hellotriangle.cpp was slightly modified to include a webgpu option which allows for exercising the above, but does not yet draw anything to the screen/window. NOTE: This has only been sanity tested with hello triangle on Mac OS and the Android emulator at this time, NOT IOS, Windows, or Linux yet.
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Initial groundwork in creating WebGPU backend components, namely the instance, adapter, device, and queue.
If configured to do so, the backend will print out details about these components.
The samples/hellotriangle.cpp was slightly modified to include a webgpu option which allows for exercising the above, but does not yet draw anything to the screen/window.
NOTE: This has only been sanity tested with hello triangle on Mac OS and the Android emulator at this time, NOT IOS, Windows, or Linux yet.
BUGS = [400212369]