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Rename GPUVertexFormat members to match GPUTextureFormat
See recent discussion on gpuweb#206
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spec/index.bs

Lines changed: 39 additions & 45 deletions
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@@ -4212,54 +4212,48 @@ that will be used is known at pipline creation time.
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#### Vertex Formats #### {#vertex-formats}
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The name of the format specifies the data type of the component, the number of
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values, and whether the data is normalized.
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* `uchar` = unsigned 8-bit value
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* `char` = signed 8-bit value
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* `ushort` = unsigned 16-bit value
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* `short` = signed 16-bit value
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* `half` = half-precision 16-bit floating point value
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* `float` = 32-bit floating point value
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* `uint` = unsigned 32-bit integer value
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* `int` = signed 32-bit integer value
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If no number of values is given in the name, a single value is provided.
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If the format has the `-bgra` suffix, it means the values are arranged as
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blue, green, red and alpha values.
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The name of the format specifies the order of components, bits per component,
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and data type for the component.
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* `r`, `g`, `b`, `a` = red, green, blue, alpha
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* `unorm` = unsigned normalized
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* `snorm` = signed normalized
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* `uint` = unsigned int
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* `sint` = signed int
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* `float` = floating point
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<script type=idl>
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enum GPUVertexFormat {
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"uchar2",
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"uchar4",
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"char2",
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"char4",
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"uchar2norm",
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"uchar4norm",
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"char2norm",
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"char4norm",
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"ushort2",
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"ushort4",
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"short2",
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"short4",
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"ushort2norm",
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"ushort4norm",
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"short2norm",
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"short4norm",
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"half2",
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"half4",
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"float",
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"float2",
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"float3",
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"float4",
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"uint",
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"uint2",
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"uint3",
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"uint4",
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"int",
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"int2",
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"int3",
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"int4"
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"rg8uint",
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"rgba8uint",
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"rg8sint",
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"rgba8int",
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"rg8unorm",
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"rgba8unorm",
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"rg8snorm",
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"rgba8snorm",
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"rg16uint",
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"rgba16uint",
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"rg16sint",
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"rgba16sint",
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"rg16unorm",
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"rgba16unorm",
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"rg16snorm",
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"rgba16snorm",
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"rg16float",
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"rgba16float",
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"r32float",
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"rg32float",
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"rgb32float",
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"rgba32float",
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"r32uint",
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"rg32uint",
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"rgb32uint",
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"rgba32uint",
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"r32sint",
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"rg32sint",
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"rgb32sint",
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"rgba32sint",
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};
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</script>
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