mirror of
https://github.com/encounter/aurora.git
synced 2026-07-09 18:19:33 -07:00
6b9f614d32
- Removes special sampling logic from the GX shader in favor of performing conversions using separate draw calls and swizzling - Simplifies texture bindings - Much more accurate EFB copy handling (still incomplete but better) - Handle copy clears appropriately (color, alpha, depth) + GXSetDstAlpha copies - Re-enables code for buffered texture uploads - Adds `lastTextureUploadSize` to AuroraStats - Use RG8 + swizzle for IA4/IA8
18 lines
540 B
C++
18 lines
540 B
C++
#pragma once
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#include <webgpu/webgpu_cpp.h>
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#ifdef EMSCRIPTEN
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#include <emscripten.h>
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#endif
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#include <string_view>
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static inline bool operator==(const wgpu::Extent3D& lhs, const wgpu::Extent3D& rhs) {
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return lhs.width == rhs.width && lhs.height == rhs.height && lhs.depthOrArrayLayers == rhs.depthOrArrayLayers;
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}
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static inline bool operator!=(const wgpu::Extent3D& lhs, const wgpu::Extent3D& rhs) { return !(lhs == rhs); }
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namespace wgpu {
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inline std::string_view format_as(wgpu::StringView str) { return str; }
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} // namespace wgpu
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