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Use UBOs in project module #8782
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Very nice, this is a big part of the lift required to make deck.gl WebGPU ready.
Hacky implementation as luma doesn't handle module dependencies
I am not sure exactly what that means, but is it something we can address in luma.gl to keep this complicated part of deck.gl a little cleaner?
@Pessimistress @ibgreen landing this will be a breaking change for any custom shaders that reference |
I hadn't even thought about the possibility of making the uniform buffer change backwards compatible, but it would of course be nice. I recommend looking into the existing functionality in ShaderModules, perhaps it works as is, or can be made to work with small changes: |
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Epic! |
Hi, just checking whether @felixpalmer's question in #8782 (comment) was resolved — are we comfortable with this PR going into a deckgl v9.0.x patch release, or should we hold it for v9.1? I'm working on publishing v9.0.15 now. Thanks!
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Background
Status:
project64
module also portedChange List
project
module to useprojectUniforms
UBOproject_uDevicePixelRatio
->project.devicePixelRatio
project
fromDEFAULT_MODULES
as it needs to be passed in the bindingsproject64
now passes fp64 matrix as amat4
uniforms, rather thanvec2[16]