- From: Rob Conde <rob.conde@ai-solutions.com>
- Date: Sun, 8 Mar 2020 21:07:52 +0000
- To: Kai Ninomiya <kainino@google.com>
- CC: public-gpu <public-gpu@w3.org>
- Message-ID: <BN7PR08MB47563A7A2F1EDF0FFE5C285BC8E10@BN7PR08MB4756.namprd08.prod.outlook.com>
Thanks for the response (feel free to wait until the weekdays!). Some followup questions: 1) does it prefer 32 over 24 if available? 2) can you detect which you have? I'm specifically concerned about implementing a reversed-z depth buffer: https://nlguillemot.wordpress.com/2016/12/07/reversed-z-in-opengl/ I can fall back to multiple viewing volumes and 24-bit integer depth, but reversed-z is greatly preferred. Thanks, Rob ________________________________ From: Kai Ninomiya Sent: Sunday, March 8, 2020 4:53 PM To: Rob Conde Cc: public-gpu Subject: Re: float depth with stencil? Our "depth24plus" maps to EITHER D24 or D32F. We still haven't worked out how this works with copies etc. though. On Sun, Mar 8, 2020, 1:52 PM Kai Ninomiya <kainino@google.com<mailto:kainino@google.com>> wrote: (Quick response; weekend) Vulkan spec section: https://renderdoc.org/vkspec_chunked/chap37.html#features-required-format-support Table 65. VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT feature must be supported for at least one of VK_FORMAT_X8_D24_UNORM_PACK32 and VK_FORMAT_D32_SFLOAT, and must be supported for at least one of VK_FORMAT_D24_UNORM_S8_UINT and VK_FORMAT_D32_SFLOAT_S8_UINT. On Sun, Mar 8, 2020, 9:21 AM Rob Conde <rob.conde@ai-solutions.com<mailto:rob.conde@ai-solutions.com>> wrote: I noticed a lack of something like GL_DEPTH32F_STENCIL8 in the draft spec. https://gpuweb.github.io/gpuweb//#dom-gputextureformat-depth32float Is the lack of a floating point depth buffer + stencil going to be a limitation of WebGPU, or is this accomplished through another means? Thanks, Rob Conde
Received on Sunday, 8 March 2020 21:08:11 UTC