Should SetBlendConstant
take float,float,float,float instead of WGPUColor?
#378
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needs exploration
Needs offline exploration (e.g. in an implementation)
WGPUColor
is set up to usedouble
because it can represent all of the possible render pass clear values - it's used as a union off32
,i32
, andu32
.However, AFAIK, blending, and therefore
wgpuRenderPassEncoderSetBlendConstant
, never applies to sint/uint type textures, so should we just take four 32-bitfloat
s instead? Slightly more efficient.The text was updated successfully, but these errors were encountered: