@@ -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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-
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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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-
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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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+
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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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