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vello_hybrid: Avoid unnecessarily allocating Uint32Arrays
#1498
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One thought: I think maybe you can avoid the
unsafeentirely by using the_opt_u8_arrayoverload instead. As I understand it when web-sys receives a&[u8]parameter,wasm-bindgenpasses it as a zero-copyUint8Arrayview into wasm linear memory, same perf as the manualUint32Array::view(). WebGL interprets the raw bytes according to the type parameter (UNSIGNED_INT), not the JS typed array type, so aUint8Arrayview works correctly forRGBA32UItextures.This would simplify the helper to:
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Oh! Lemme try this out!
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Unfortunately, that doesn't seem to work correctly due to the fact that we are using RGBA32 textures.
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Got it, thanks for checking! I think the next option might work, but I’m not sure that making two calls is better than the current approach.
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Hmm, but wouldn't this still invoke another copy to the unpack buffer first before copying it to the GPU, whch is what we've been trying to avoid?
Since you both approved I think I'll merge it in its current state, but let me know if you would like to see adjustments.