Myles C. Maxfield
Myles C. Maxfield
We should consider renaming this to `float4` or `vec4` (and ditto for `uint4`, etc.) We also may want to use the `` syntax for something else in the future.
Currently, in WebGPU, if a draw/dispatch call wants to use a resource, that resource must be part of a pre-baked "bind group" and then associated with the draw call inside...
Inside the [Script development specs](https://docs.microsoft.com/en-us/typography/script-development/arabic) section of the OpenType spec, it shows how [certain features](https://docs.microsoft.com/en-us/typography/script-development/arabic#features) are "always applied" for certain scripts. One reason for this is that these features are...
In WebKit we have a bunch of code to replace the U+005C REVERSE SOLIDUS (commonly knows as "backslash") character with U+00A5 YEN SIGN, using the same mechanism as `text-transform` uses....
Consider a font family with a weight=300 member and a weight = 600 member. Consider the following content: ``` ... ``` The [definition](https://drafts.csswg.org/css-fonts-4/#relative-weights) of `bolder` says that the computed weight...
Consider content like this: ``` @font-face { font-family: MyCoolWebFont; src: url("someFontThatActuallySupportsTheLetterE.ttf"); unicode-range: something that doesn't contain the letter e; } ... e ``` The relevant section of the spec is...
It's currently impossible to draw repeating/mirrored gradients (at least, in a single call) in Canvas2D. - CSS [supports](https://www.w3.org/TR/css-images-3/#funcdef-repeating-radial-gradient) repeating gradients - SVG [supports](https://www.w3.org/Graphics/SVG/1.1/pservers.html#LinearGradientSpreadMethodAttribute) repeating/mirrored gradients - The COLR (version 1)...
#### ca512052229331ce34ed6dfc536e2afa7a13c901 Font sizes are rounded to the nearest 1px https://bugs.webkit.org/show_bug.cgi?id=46987 <rdar://problem/40829933> Reviewed by NOBODY (OOPS!). Previously, we have sibling functions: float computedSize() const { return m_computedSize; } unsigned computedPixelSize()...
This is required to make UMA and non-UMA devices behave portably. It would be unfortunate if we had to run `memset()` on the CPU for triply-mapped buffers on UMA (GPU...
It's really common to see things like like `v.xz = float2(0, 1);` in shaders. We should try to find a way for this to work.