- From: Myles C. Maxfield <mmaxfield@apple.com>
- Date: Sun, 08 Mar 2020 16:59:21 -0700
- To: Kai Ninomiya <kainino@google.com>
- Cc: Rob Conde <rob.conde@ai-solutions.com>, public-gpu <public-gpu@w3.org>
- Message-id: <035B24C4-C01B-4044-9E06-93DF06815461@apple.com>
It remains to be seen whether WebGPU would expose a “what does depth24Plus mean on this machine,” but, even if we don’t provide a convenience, it should be observable (if you’re willing to write a few dozen lines of code to actually use the format and detect what kind of precision it has). >> On Mar 8, 2020, at 4:52 PM, Kai Ninomiya <kainino@google.com> wrote: > > 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 23:59:41 UTC