From 64c3ade1f63eb5cdf8ca30fc7812db9dbaa2d607 Mon Sep 17 00:00:00 2001 From: austinEng <2154796+austinEng@users.noreply.github.com> Date: Tue, 5 Mar 2024 17:30:10 +0000 Subject: [PATCH] =?UTF-8?q?Deploying=20to=20gh-pages=20from=20=20@=203e17b?= =?UTF-8?q?e7f0fed0c38397815e6593f526dbe3cdafa=20=F0=9F=9A=80?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- 404.html | 4 ++-- .../samples/A-buffer.json | 0 .../samples/animometer.json | 0 .../samples/bitonicSort.json | 0 .../samples/cameras.json | 0 .../samples/computeBoids.json | 0 .../samples/cornell.json | 0 .../samples/cubemap.json | 0 .../samples/deferredRendering.json | 0 .../samples/fractalCube.json | 0 .../samples/gameOfLife.json | 0 .../samples/helloTriangle.json | 0 .../samples/helloTriangleMSAA.json | 0 .../samples/imageBlur.json | 0 .../samples/instancedCube.json | 0 .../samples/normalMap.json | 0 .../samples/particles.json | 0 .../samples/renderBundles.json | 0 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404

This page could not be found.

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404

This page could not be found.

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index 100% rename from _next/data/UR7RN9sVq2YQ1VJuhgdfE/samples/worker.json rename to _next/data/SFM0wXqvipaUt3JcwjOwF/samples/worker.json diff --git a/_next/static/UR7RN9sVq2YQ1VJuhgdfE/_buildManifest.js b/_next/static/SFM0wXqvipaUt3JcwjOwF/_buildManifest.js similarity index 100% rename from _next/static/UR7RN9sVq2YQ1VJuhgdfE/_buildManifest.js rename to _next/static/SFM0wXqvipaUt3JcwjOwF/_buildManifest.js diff --git a/_next/static/UR7RN9sVq2YQ1VJuhgdfE/_ssgManifest.js b/_next/static/SFM0wXqvipaUt3JcwjOwF/_ssgManifest.js similarity index 100% rename from _next/static/UR7RN9sVq2YQ1VJuhgdfE/_ssgManifest.js rename to _next/static/SFM0wXqvipaUt3JcwjOwF/_ssgManifest.js diff --git a/index.html b/index.html index cd34c369..8d37e16c 100644 --- a/index.html +++ b/index.html @@ -1 +1 @@ -WebGPU Samples

The WebGPU Samples are a set of samples and demos demonstrating the use of the WebGPU API. Please see the current implementation status and how to run WebGPU in your browser at webgpu.io.

\ No newline at end of file +WebGPU Samples

The WebGPU Samples are a set of samples and demos demonstrating the use of the WebGPU API. Please see the current implementation status and how to run WebGPU in your browser at webgpu.io.

\ No newline at end of file diff --git a/samples/A-buffer.html b/samples/A-buffer.html index b00c93bc..14de620c 100644 --- a/samples/A-buffer.html +++ b/samples/A-buffer.html @@ -10,6 +10,6 @@ } A-Buffer - WebGPU Samples

A-Buffer

See it on Github!

Demonstrates order independent transparency using a per-pixel + limiting memory usage (when required)."/>

A-Buffer

See it on Github!

Demonstrates order independent transparency using a per-pixel linked-list of translucent fragments. Provides a choice for - limiting memory usage (when required).

\ No newline at end of file + limiting memory usage (when required).

\ No newline at end of file diff --git a/samples/animometer.html b/samples/animometer.html index 698ef876..2f26e00c 100644 --- a/samples/animometer.html +++ b/samples/animometer.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Animometer - WebGPU Samples

Animometer

See it on Github!

A WebGPU port of the Animometer MotionMark benchmark.

\ No newline at end of file + Animometer - WebGPU Samples

Animometer

See it on Github!

A WebGPU port of the Animometer MotionMark benchmark.

\ No newline at end of file diff --git a/samples/bitonicSort.html b/samples/bitonicSort.html index c7fd79ac..a0bbcb94 100644 --- a/samples/bitonicSort.html +++ b/samples/bitonicSort.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Bitonic Sort - WebGPU Samples

Bitonic Sort

See it on Github!

A naive bitonic sort algorithm executed on the GPU, based on tgfrerer's implementation at poniesandlight.co.uk/reflect/bitonic_merge_sort/. Each dispatch of the bitonic sort shader dispatches a workgroup containing elements/2 invocations. The GUI's Execution Information folder contains information about the sort's current state. The visualizer displays the sort's results as colored cells sorted from brightest to darkest.

\ No newline at end of file + Bitonic Sort - WebGPU Samples

Bitonic Sort

See it on Github!

A naive bitonic sort algorithm executed on the GPU, based on tgfrerer's implementation at poniesandlight.co.uk/reflect/bitonic_merge_sort/. Each dispatch of the bitonic sort shader dispatches a workgroup containing elements/2 invocations. The GUI's Execution Information folder contains information about the sort's current state. The visualizer displays the sort's results as colored cells sorted from brightest to darkest.

\ No newline at end of file diff --git a/samples/cameras.html b/samples/cameras.html index 32b235df..8da7c12b 100644 --- a/samples/cameras.html +++ b/samples/cameras.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Cameras - WebGPU Samples

Cameras

See it on Github!

This example provides example camera implementations

\ No newline at end of file + Cameras - WebGPU Samples

Cameras

See it on Github!

This example provides example camera implementations

\ No newline at end of file diff --git a/samples/computeBoids.html b/samples/computeBoids.html index 2a3f154f..d4be21ca 100644 --- a/samples/computeBoids.html +++ b/samples/computeBoids.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Compute Boids - WebGPU Samples

Compute Boids

See it on Github!

A GPU compute particle simulation that mimics the flocking behavior of birds. A compute shader updates two ping-pong buffers which store particle data. The data is used to draw instanced particles.

\ No newline at end of file + Compute Boids - WebGPU Samples

Compute Boids

See it on Github!

A GPU compute particle simulation that mimics the flocking behavior of birds. A compute shader updates two ping-pong buffers which store particle data. The data is used to draw instanced particles.

\ No newline at end of file diff --git a/samples/cornell.html b/samples/cornell.html index 522dd771..1908feb6 100644 --- a/samples/cornell.html +++ b/samples/cornell.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Cornell box - WebGPU Samples

Cornell box

See it on Github!

A classic Cornell box, using a lightmap generated using software ray-tracing.

\ No newline at end of file + Cornell box - WebGPU Samples

Cornell box

See it on Github!

A classic Cornell box, using a lightmap generated using software ray-tracing.

\ No newline at end of file diff --git a/samples/cubemap.html b/samples/cubemap.html index 274a4f0e..78a484d7 100644 --- a/samples/cubemap.html +++ b/samples/cubemap.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Cubemap - WebGPU Samples

Cubemap

See it on Github!

This example shows how to render and sample from a cubemap texture.

\ No newline at end of file + Cubemap - WebGPU Samples

Cubemap

See it on Github!

This example shows how to render and sample from a cubemap texture.

\ No newline at end of file diff --git a/samples/deferredRendering.html b/samples/deferredRendering.html index 351674cd..d26a515b 100644 --- a/samples/deferredRendering.html +++ b/samples/deferredRendering.html @@ -16,7 +16,7 @@ We also update light position in a compute shader, where further operations like tile/cluster culling could happen. The debug view shows the depth buffer on the left (flipped and scaled a bit to make it more visible), the normal G buffer in the middle, and the albedo G-buffer on the right side of the screen. - "/>

Deferred Rendering

See it on Github!

This example shows how to do deferred rendering with webgpu. + "/>

Deferred Rendering

See it on Github!

This example shows how to do deferred rendering with webgpu. Render geometry info to multiple targets in the gBuffers in the first pass. In this sample we have 2 gBuffers for normals and albedo, along with a depth texture. And then do the lighting in a second pass with per fragment data read from gBuffers so it's independent of scene complexity. @@ -24,4 +24,4 @@ We also update light position in a compute shader, where further operations like tile/cluster culling could happen. The debug view shows the depth buffer on the left (flipped and scaled a bit to make it more visible), the normal G buffer in the middle, and the albedo G-buffer on the right side of the screen. -

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\ No newline at end of file diff --git a/samples/fractalCube.html b/samples/fractalCube.html index 9fefed76..041f4c61 100644 --- a/samples/fractalCube.html +++ b/samples/fractalCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Fractal Cube - WebGPU Samples

Fractal Cube

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This example uses the previous frame's rendering result as the source texture for the next frame.

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Fractal Cube

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This example uses the previous frame's rendering result as the source texture for the next frame.

\ No newline at end of file diff --git a/samples/gameOfLife.html b/samples/gameOfLife.html index 44c20623..8b48cba0 100644 --- a/samples/gameOfLife.html +++ b/samples/gameOfLife.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Conway's Game of Life - WebGPU Samples

Conway's Game of Life

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This example shows how to make Conway's game of life. First, use compute shader to calculate how cells grow or die. Then use render pipeline to draw cells by using instance mesh.

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Conway's Game of Life

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This example shows how to make Conway's game of life. First, use compute shader to calculate how cells grow or die. Then use render pipeline to draw cells by using instance mesh.

\ No newline at end of file diff --git a/samples/helloTriangle.html b/samples/helloTriangle.html index f42f4d4f..7fc95cea 100644 --- a/samples/helloTriangle.html +++ b/samples/helloTriangle.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Hello Triangle - WebGPU Samples

Hello Triangle

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Shows rendering a basic triangle.

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Hello Triangle

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Shows rendering a basic triangle.

\ No newline at end of file diff --git a/samples/helloTriangleMSAA.html b/samples/helloTriangleMSAA.html index 6abc091b..2697dc4a 100644 --- a/samples/helloTriangleMSAA.html +++ b/samples/helloTriangleMSAA.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Hello Triangle MSAA - WebGPU Samples

Hello Triangle MSAA

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Shows multisampled rendering a basic triangle.

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Hello Triangle MSAA

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Shows multisampled rendering a basic triangle.

\ No newline at end of file diff --git a/samples/imageBlur.html b/samples/imageBlur.html index 85eb6833..19d6d332 100644 --- a/samples/imageBlur.html +++ b/samples/imageBlur.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Image Blur - WebGPU Samples

Image Blur

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This example shows how to blur an image using a WebGPU compute shader.

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Image Blur

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This example shows how to blur an image using a WebGPU compute shader.

\ No newline at end of file diff --git a/samples/instancedCube.html b/samples/instancedCube.html index 5fe839de..9141ac15 100644 --- a/samples/instancedCube.html +++ b/samples/instancedCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Instanced Cube - WebGPU Samples

Instanced Cube

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This example shows the use of instancing.

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Instanced Cube

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This example shows the use of instancing.

\ No newline at end of file diff --git a/samples/normalMap.html b/samples/normalMap.html index 23097f77..def27ab3 100644 --- a/samples/normalMap.html +++ b/samples/normalMap.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Normal Mapping - WebGPU Samples

Normal Mapping

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This example demonstrates multiple different methods that employ fragment shaders to achieve additional perceptual depth on the surface of a cube mesh. Demonstrated methods include normal mapping, parallax mapping, and steep parallax mapping.

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Normal Mapping

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This example demonstrates multiple different methods that employ fragment shaders to achieve additional perceptual depth on the surface of a cube mesh. Demonstrated methods include normal mapping, parallax mapping, and steep parallax mapping.

\ No newline at end of file diff --git a/samples/particles.html b/samples/particles.html index cca64a72..c0fabaf9 100644 --- a/samples/particles.html +++ b/samples/particles.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Particles - WebGPU Samples

Particles

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This example demonstrates rendering of particles simulated with compute shaders.

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Particles

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This example demonstrates rendering of particles simulated with compute shaders.

\ No newline at end of file diff --git a/samples/renderBundles.html b/samples/renderBundles.html index 67011b89..ffd32891 100644 --- a/samples/renderBundles.html +++ b/samples/renderBundles.html @@ -11,7 +11,7 @@ Render Bundles - WebGPU Samples

Render Bundles

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This example shows how to use render bundles. It renders a large number of + of instancing to reduce draw overhead.)"/>

Render Bundles

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This example shows how to use render bundles. It renders a large number of meshes individually as a proxy for a more complex scene in order to demonstrate the reduction in JavaScript time spent to issue render commands. (Typically a scene like this would make use - of instancing to reduce draw overhead.)

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\ No newline at end of file diff --git a/samples/resizeCanvas.html b/samples/resizeCanvas.html index d24fb5fb..14396af3 100644 --- a/samples/resizeCanvas.html +++ b/samples/resizeCanvas.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Resize Canvas - WebGPU Samples

Resize Canvas

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Shows multisampled rendering a basic triangle on a dynamically sized canvas.

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Resize Canvas

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Shows multisampled rendering a basic triangle on a dynamically sized canvas.

\ No newline at end of file diff --git a/samples/reversedZ.html b/samples/reversedZ.html index 0efc8f5e..b186bb6d 100644 --- a/samples/reversedZ.html +++ b/samples/reversedZ.html @@ -17,7 +17,7 @@ Related reading: https://developer.nvidia.com/content/depth-precision-visualized https://web.archive.org/web/20220724174000/https://thxforthefish.com/posts/reverse_z/ - "/>

Reversed Z

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This example shows the use of reversed z technique for better utilization of depth buffer precision. + "/>

Reversed Z

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This example shows the use of reversed z technique for better utilization of depth buffer precision. The left column uses regular method, while the right one uses reversed z technique. Both are using depth32float as their depth buffer format. A set of red and green planes are positioned very close to each other. Higher sets are placed further from camera (and are scaled for better visual purpose). @@ -26,4 +26,4 @@ Related reading: https://developer.nvidia.com/content/depth-precision-visualized https://web.archive.org/web/20220724174000/https://thxforthefish.com/posts/reverse_z/ -

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\ No newline at end of file diff --git a/samples/rotatingCube.html b/samples/rotatingCube.html index ace50808..a7561ef1 100644 --- a/samples/rotatingCube.html +++ b/samples/rotatingCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Rotating Cube - WebGPU Samples

Rotating Cube

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This example shows how to upload uniform data every frame to render a rotating object.

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Rotating Cube

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This example shows how to upload uniform data every frame to render a rotating object.

\ No newline at end of file diff --git a/samples/samplerParameters.html b/samples/samplerParameters.html index bad136fd..94e2507b 100644 --- a/samples/samplerParameters.html +++ b/samples/samplerParameters.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Sampler Parameters - WebGPU Samples

Sampler Parameters

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Visualizes what all the sampler parameters do. Shows a textured plane at various scales (rotated, head-on, in perspective, and in vanishing perspective). The bottom-right view shows the raw contents of the 4 mipmap levels of the test texture (16x16, 8x8, 4x4, and 2x2).

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Sampler Parameters

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Visualizes what all the sampler parameters do. Shows a textured plane at various scales (rotated, head-on, in perspective, and in vanishing perspective). The bottom-right view shows the raw contents of the 4 mipmap levels of the test texture (16x16, 8x8, 4x4, and 2x2).

\ No newline at end of file diff --git a/samples/shadowMapping.html b/samples/shadowMapping.html index 41bc69da..93b407db 100644 --- a/samples/shadowMapping.html +++ b/samples/shadowMapping.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Shadow Mapping - WebGPU Samples

Shadow Mapping

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This example shows how to sample from a depth texture to render shadows.

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Shadow Mapping

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This example shows how to sample from a depth texture to render shadows.

\ No newline at end of file diff --git a/samples/skinnedMesh.html b/samples/skinnedMesh.html index 1f835474..63e7626b 100644 --- a/samples/skinnedMesh.html +++ b/samples/skinnedMesh.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Skinned Mesh - WebGPU Samples

Skinned Mesh

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A demonstration of basic gltf loading and mesh skinning, ported from https://webgl2fundamentals.org/webgl/lessons/webgl-skinning.html. Mesh data, per vertex attributes, and skin inverseBindMatrices are taken from the json parsed from the binary output of the .glb file. Animations are generated progrmatically, with animated joint matrices updated and passed to shaders per frame via uniform buffers.

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Skinned Mesh

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A demonstration of basic gltf loading and mesh skinning, ported from https://webgl2fundamentals.org/webgl/lessons/webgl-skinning.html. Mesh data, per vertex attributes, and skin inverseBindMatrices are taken from the json parsed from the binary output of the .glb file. Animations are generated progrmatically, with animated joint matrices updated and passed to shaders per frame via uniform buffers.

\ No newline at end of file diff --git a/samples/texturedCube.html b/samples/texturedCube.html index 1efde2ec..5c10a48f 100644 --- a/samples/texturedCube.html +++ b/samples/texturedCube.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Textured Cube - WebGPU Samples

Textured Cube

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This example shows how to bind and sample textures.

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Textured Cube

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This example shows how to bind and sample textures.

\ No newline at end of file diff --git a/samples/twoCubes.html b/samples/twoCubes.html index 1d7bc7a7..dab9ba34 100644 --- a/samples/twoCubes.html +++ b/samples/twoCubes.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Two Cubes - WebGPU Samples

Two Cubes

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This example shows some of the alignment requirements involved when updating and binding multiple slices of a uniform buffer. It renders two rotating cubes which have transform matrices at different offsets in a uniform buffer.

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Two Cubes

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This example shows some of the alignment requirements involved when updating and binding multiple slices of a uniform buffer. It renders two rotating cubes which have transform matrices at different offsets in a uniform buffer.

\ No newline at end of file diff --git a/samples/videoUploading.html b/samples/videoUploading.html index 5e965703..4844360a 100644 --- a/samples/videoUploading.html +++ b/samples/videoUploading.html @@ -8,4 +8,4 @@ height: auto !important; overflow: visible !important; } - Video Uploading - WebGPU Samples

Video Uploading

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This example shows how to upload video frame to WebGPU.

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Video Uploading

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This example shows how to upload video frame to WebGPU.

\ No newline at end of file diff --git a/samples/worker.html b/samples/worker.html index 3275395b..d7078abb 100644 --- a/samples/worker.html +++ b/samples/worker.html @@ -10,6 +10,6 @@ } WebGPU in a Worker - WebGPU Samples

WebGPU in a Worker

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This example shows one method of using WebGPU in a web worker and presenting to + which is then transferred to the worker where all the WebGPU calls are made."/>

WebGPU in a Worker

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This example shows one method of using WebGPU in a web worker and presenting to the main thread. It uses canvas.transferControlToOffscreen() to produce an offscreen canvas - which is then transferred to the worker where all the WebGPU calls are made.

\ No newline at end of file + which is then transferred to the worker where all the WebGPU calls are made.

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