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Talked about this with editors. Here is an expanded suggestion.
First, we modify this bit of the spec:// Texture is used with comparison sampling only. "depth-comparison"It's already misleading for saying the textures can only be compare-sampled. I think we can instead do something like:
// Textures of depth/stencil formats. "depth-stencil"So this binding type would be the only binding you could have for a texture that has a depth/stencil format. The shader compiler would therefore know precisely when it's invalid to get the 2nd, 3rd, etc component from a texture.
For stencil, we could add a separate function like
stencilLoadreturningu32, that would be called on those depth/stencil textures only.I believe these measures would fully address the problem @austinEng found.
Originally posted by @kvark in #1198 (comment)
kvark
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