Write ids from webgpu shaders into the Ids attachment
- This commit adapts the shaders to write the cell, prop, composite and process id into the 4 channels of the Ids attachment. - All id values are written as 32-bit unsigned integers. - Merged `OverrideColorDescriptor` struct inside the `MeshAttributeDescriptor` to resolve padding issues which came up when the `CompositeID` and `ProcessID` members were added.
Showing
- Rendering/WebGPU/vtkWebGPUBatchedPolyDataMapper.cxx 30 additions, 16 deletionsRendering/WebGPU/vtkWebGPUBatchedPolyDataMapper.cxx
- Rendering/WebGPU/vtkWebGPUBatchedPolyDataMapper.h 2 additions, 2 deletionsRendering/WebGPU/vtkWebGPUBatchedPolyDataMapper.h
- Rendering/WebGPU/vtkWebGPUPolyDataMapper.cxx 5 additions, 1 deletionRendering/WebGPU/vtkWebGPUPolyDataMapper.cxx
- Rendering/WebGPU/vtkWebGPUPolyDataMapper.h 7 additions, 10 deletionsRendering/WebGPU/vtkWebGPUPolyDataMapper.h
- Rendering/WebGPU/wgsl/LineFragmentShader.wgsl 10 additions, 6 deletionsRendering/WebGPU/wgsl/LineFragmentShader.wgsl
- Rendering/WebGPU/wgsl/LineMiterJoinVertexShader.wgsl 20 additions, 14 deletionsRendering/WebGPU/wgsl/LineMiterJoinVertexShader.wgsl
- Rendering/WebGPU/wgsl/LineRoundJoinVertexShader.wgsl 20 additions, 14 deletionsRendering/WebGPU/wgsl/LineRoundJoinVertexShader.wgsl
- Rendering/WebGPU/wgsl/PointShader.wgsl 30 additions, 20 deletionsRendering/WebGPU/wgsl/PointShader.wgsl
- Rendering/WebGPU/wgsl/SurfaceMeshShader.wgsl 30 additions, 20 deletionsRendering/WebGPU/wgsl/SurfaceMeshShader.wgsl
Loading
Please register or sign in to comment