Files
aurora/lib/webgpu/wgpu.hpp
Luke Street 6b9f614d32 Texture refactor (#78)
- 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
2026-04-01 00:49:28 -06:00

18 lines
540 B
C++

#pragma once
#include <webgpu/webgpu_cpp.h>
#ifdef EMSCRIPTEN
#include <emscripten.h>
#endif
#include <string_view>
static inline bool operator==(const wgpu::Extent3D& lhs, const wgpu::Extent3D& rhs) {
return lhs.width == rhs.width && lhs.height == rhs.height && lhs.depthOrArrayLayers == rhs.depthOrArrayLayers;
}
static inline bool operator!=(const wgpu::Extent3D& lhs, const wgpu::Extent3D& rhs) { return !(lhs == rhs); }
namespace wgpu {
inline std::string_view format_as(wgpu::StringView str) { return str; }
} // namespace wgpu