Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Partial Depth-GrabPass support for WebGPU #4906

Merged
merged 1 commit into from
Dec 2, 2022

Conversation

mvaligursky
Copy link
Contributor

@mvaligursky mvaligursky commented Dec 2, 2022

  • depth grabpass texture only works when render target / framebuffer is single sampled, by copying out a depth texture. For multisampled case, WebGPU does not allow us to resolve / copy the multisampled depth, and a manual resolve using custom shader will need to be implemented in the future
  • added a shared chunk to graphics, which gets included in all fragment shaders, for global built-in functions. Currently contains a function to generate texture coordinates for sampling from grab pass, and this handles the upside down case for WebGPU.

@mvaligursky mvaligursky self-assigned this Dec 2, 2022
@mvaligursky mvaligursky added the area: graphics Graphics related issue label Dec 2, 2022
@mvaligursky mvaligursky mentioned this pull request Dec 2, 2022
@mvaligursky mvaligursky merged commit 761ac85 into main Dec 2, 2022
@mvaligursky mvaligursky deleted the mv-webgpu-depth-grabpass branch December 2, 2022 16:51
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
area: graphics Graphics related issue
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants