* const in ShaderStage that represents vertex and fragment access
We can store `ShaderStage`s as const values or members of const structs in all individual cases, but for example `ShaderStage::VERTEX | ShaderStage::FRAGMENT` cannot be stored in a const. This is not very elegant, but would be convenient.
* Correct VERTEX_FRAGMENT definition
VERTEX_FRAGMENT definition now follows directly from the bit representation of `ShaderStage::VERTEX` and `Shaderstage::FRAGMENT` such that it does not need to be independently maintained.
1231: Added TextureFormatFeatures::filterable which may overwrite TextureSampleType::Float.filterable r=kvark a=Wumpf
**Description**
The expectation is that with `wgt::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES` enabled, any texture format which is sampled as float may be (linearly) filtered if so supported by the adapter, not only those that the webgpu specification denotes as filterable.
This arguably causes a bit of a mess in the way we distinguish `sample_type` and `(guaranteed_)format_features`: The float sample type (via spec) essentially integrates a feature, namely if it is filterable or not. Unlike the actual format _type_ which is just a property of the format, this property may or may not be available depending on the device.
So the type of `sample_type` stays statically defined whereas the Float.filterable property suddenly becomes overwritten by a format_feature which may or may not be present. Couldn't come up with a cleaner solution so far.
**Testing**
Tested in project (blub) depending on R32F filtering - passing now what was previously causing
```
wgpu error: Validation Error
Caused by:
In Device::create_bind_group
note: label = `BindGroup: Narrow Range filter 1`
texture binding 1 expects sample type = Float { filterable: true }, but given a view with format = R32Float
```
(Blub still can't run on latest wgpu because of other reported issues)
Co-authored-by: Andreas Reich <r_andreas2@web.de>
908: Clarify usage of SAMPLED_TEXTURE_ARRAY_NON_UNIFORM_INDEXING r=cwfitzgerald a=im-0
**Connections**
https://github.com/gfx-rs/wgpu-rs/pull/540
**Description**
This clarifies usage of SAMPLED_TEXTURE_ARRAY_NON_UNIFORM_INDEXING with GLSL.
**Testing**
This commit only changes documentation.
Co-authored-by: Ivan Mironov <mironov.ivan@gmail.com>
909: Add Quad play test r=kvark a=DevOrc
**Connections**
#807
**Description**
Adds a play test that renders a white quad to a texture. The texture is then copied to a buffer and checked for accuracy with a file of expected bytes (All 0xFF).
**Testing**
Cargo test succeeds
Co-authored-by: Noah Charlton <ncharlton002@gmail.com>