Patrick Walton
Patrick Walton
On NVIDIA, warp occupancy and register count are identical both before and after this PR.  
@NthTensor It only has one approval. Having a second approval would be very helpful.
Closing as I am burned out and have no motivation to get this landed anymore.
I think the CI failure is spurious.
Closing as I am burned out and have no motivation to get this landed anymore.
I've disabled this feature entirely on WebGL 2. There are two problems here: 1. WebGL 2 has no support for multisample depth textures. 2. Naga has a bug whereby it...
Closing as I am burned out and have no motivation to get this landed anymore.
I reduced the support of the Gaussian blur and did the two-at-a-time optimization, which should make the Gaussian blur version faster than the bokeh. This should be ready for review...
Which parts do you want me to review? Presumably `downsample_depth.wgsl`? Anything else?