- From: Corentin Wallez <cwallez@google.com>
- Date: Fri, 8 Sep 2017 15:24:14 -0400
- To: public-gpu <public-gpu@w3.org>
- Message-ID: <CAGdfWNMEJrbHt0rN8k-gBFsCUnBoE=xawQN6+vL7dZ+vLCe2PQ@mail.gmail.com>
Hey all, While what goes into pipeline objects is mostly clear (see this doc <https://github.com/gpuweb/gpuweb/blob/master/design/Pipelines.md>), there is still a bunch of open questions: - How do we take advantage of the pipeline caching present in D3D12 and Vulkan? Do we expose it to the application or is it done magically in the WebGPU implementation? - Should the type of the indices be set in RenderPipelineDescriptor? If not, how is the D3D12 IBStripCutValue chosen? - Should the vertex attributes somehow be included in the PipelineLayout so vertex buffers are treated as other resources and changed in bulk with them? - Does the sample count of the pipeline state come from the RenderPass too? - Should enablement of independent attachment blend state be explicit like in D3D12 or explicit? Should alpha to coverage be part of the multisample state or the blend state? - About Vulkan’s VkPipelineDepthStencilStateCreateInfo::depthBoundTestEnable and D3D12's D3D12_DEPTH_STENCIL_DESC1::DepthBoundsTestEnable? Should “depth test enable” be implicit or explicit? What do you all think about these? Corentin
Received on Friday, 8 September 2017 19:25:02 UTC