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Use WGSL instead of GLSL in library documentation #2849
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area: documentation
Documentation for crate items, public or private
good first issue
Good for newcomers
help required
We need community help to make this happen.
type: enhancement
New feature or request
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cwfitzgerald
added
type: enhancement
New feature or request
help required
We need community help to make this happen.
good first issue
Good for newcomers
area: documentation
Documentation for crate items, public or private
labels
Jul 6, 2022
I can work on this. |
Shouldn't this be closed now? |
Maybe, though #2888 technically didn't address everything @kpreid mentioned; it was primarily additive and didn't remove or modify bits where GLSL or OpenGL are mentioned out of context, for example. Remaining items of interest are:
And maybe more. |
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Labels
area: documentation
Documentation for crate items, public or private
good first issue
Good for newcomers
help required
We need community help to make this happen.
type: enhancement
New feature or request
There are a number of items in
wgpu
whose documentation contain examples using GLSL syntax or other references to GLSL elements. Since WGSL is now the standard shading language for WebGPU, it would be beneficial to readers if these examples were presented first in WGSL. (Keeping the GLSL would still be helpful for new users arriving from WebGL.)Relevant occurrences of the text "GLSL" in documentation as of commit c36eb9f (just after 0.13.1):
Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING
Features::UNIFORM_BUFFER_AND_STORAGE_TEXTURE_ARRAY_NON_UNIFORM_INDEXING
BufferBindingType
BindingType
StorageTextureAccess
TextureSampleType
TextureViewDimension
Incomplete list (since it's hard to search for) of locations where the documentation refers to GLSL entities without even mentioning GLSL:
PipelineLayoutDescriptor
refers to "set = 0" which is GLSL syntax.BindingType::Texture::multisampled
refers to GLSL texture sampling functions.Features::TEXTURE_BINDING_ARRAY
andBUFFER_BINDING_ARRAY
have GLSL examples.Also possibly of interest: the following items mention something like “See the OpenGL specification” but are not about shading language per se and are mostly just declining to explain a topic:
BlendFactor
BlendState
BindingType::StorageTexture
SamplerBindingType
The text was updated successfully, but these errors were encountered: