Functionality added to the WebGPU/WGSL spec after its first shipment in a browser. Loosens a restriction where using readonly depth-stencil attachments in a render pass required both aspects (depth and stencil) to be readonly. This was too strict, and prevent use-cases where for example the depth is used readonly for contact shadow tracing, while the stencil buffer is written to do identify pixels for further processing. (Both Unity and Unreal do things with mixed depth-stencil readonliness).
WebKittens
@mwyrzykowski
Title of the spec
WebGPU: Separate Read-only Depth-stencil
URL to the spec
https://www.w3.org/TR/webgpu/
URL to the spec's repository
https://github.com/gpuweb/gpuweb/
Issue Tracker URL
https://github.com/gpuweb/gpuweb/issues
Explainer URL
https://github.com/gpuweb/gpuweb/issues/3036
TAG Design Review URL
N/A
Mozilla standards-positions issue URL
https://github.com/mozilla/standards-positions/issues/953
WebKit Bugzilla URL
No response
Radar URL
No response
Description
Functionality added to the WebGPU/WGSL spec after its first shipment in a browser. Loosens a restriction where using readonly depth-stencil attachments in a render pass required both aspects (depth and stencil) to be readonly. This was too strict, and prevent use-cases where for example the depth is used readonly for contact shadow tracing, while the stencil buffer is written to do identify pixels for further processing. (Both Unity and Unreal do things with mixed depth-stencil readonliness).