Open Starrring opened 2 years ago
Don't think Metal supports depth-stencil fetch at all.
Yeah, it doesn't. Would you like me to ask Apple for it?
Yeah, it doesn't. Would you like me to ask Apple for it?
I don't particularly care, depends on what MoltenVK developers want I guess.
Kinda surprised Metal doesn't support it though. It means deferred shading is broken by design.
Yeah, it doesn't. Would you like me to ask Apple for it?
Hi,
It seems that Metal don't supports depth-stencil fetch. But if you have the oppotunity to ask Apple, maybe the same answer can make me give up completely.Appreciate for your and HansKristian's help!
It's a hardware restriction. https://developer.apple.com/videos/play/wwdc2020-10632/?time=1553 "One important detail to highlight is that the tile memory stores color and depth attachments separately, so the depth is not directly accessible to a fragment shader. To work around this limitation, you can maintain the current fragment's depth in a dedicated color attachment to keep it available to all your fragment shaders."
Is there anyway to access depth like ARM_shader_framebuffer_fetch_depth_stencil in IOS Platform? It seems that my question is similar with an existed issue(https://github.com/KhronosGroup/SPIRV-Cross/pull/1689) But it seems that the compiler must generate 2 overloads, is there anyway to mark if an input_attachment_location is depth or not now?