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20 changes: 0 additions & 20 deletions Extends.md

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12 changes: 8 additions & 4 deletions GLOSSARY.md
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# Glossary of WGSL Importing terms

- WESL: The extended WGSL language, and is pronounced like "weasel". Stands for WGSL Extended Shading Language
- Importable item
- Global Items:
- Structs
- Functions
- Type aliases
- [Const declarations, override declarations](https://www.w3.org/TR/WGSL/#value-decls)
- [Var declarations](https://www.w3.org/TR/WGSL/#var-decls)
- Module: A single WESL file
- Root Module: A WESL module from which compilation starts. A single project can have many root modules.
- Module Path: Hierarchical address of a module file or partial path, akin to a filesystem path
- Modules
- WESL File: A single WESL file
- Main File: A WESL file from which compilation starts. A single project can have many main files.
- WESL File Path: Hierarchical or relative address of a file, akin to a filesystem path with additional restrictions
- Namespace: Either the collection of symbols contained within the global scope, or the contents of a module
- Module: A construct appearing within a WESL file that groups global items together.
- Module Path: Hierarchical or relative address of a module. Similar in concept to accessing nested namespaces or modules in other languages.
- Side effects: WGSL code that can affect other modules when imported
- Things that are specified when [creating a WGSL pipeline](https://developer.mozilla.org/en-US/docs/Web/API/GPUDevice/createRenderPipeline#fragment_object_structure)
- Shader entry-points
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# Simple Generics for WGSL
<!-- # Generics Modules for WGSL

(TBD)

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Array_sum has a nested generic! This is cool.

Also, some SFINAE I guess: because 0 is AbstractInt, it can subtitute E with u32 or i32, BUT not f32 afaik, because 0 is not AbstractFloat. This is somewhat disappointing.
Also, some SFINAE I guess: because 0 is AbstractInt, it can subtitute E with u32 or i32, BUT not f32 afaik, because 0 is not AbstractFloat. This is somewhat disappointing. -->
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