Re: float depth with stencil?

Both questions remain to be answered unfortunately.

On Sun, Mar 8, 2020, 2:07 PM Rob Conde <rob.conde@ai-solutions.com> wrote:

> 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> 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> 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 23:52:05 UTC