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Currently the "auto" layout algorithm makes a few assumptions about what layout to generate, which means if those assumptions are wrong for your application, you're forced to use a explicit layout. At least the following aren't achievable - not sure if I'm missing any:
A simple proposal for 1 and 2 is to allow @filter(true) and @filter(false) on both sampler and texture bindings which choose between "filtering"/"float" and "non-filtering"/"unfilterable-float".
For 3, something like texture_2d<depth> or @depth texture2d<f32>?
kainino0x
changed the title
"auto" layout algorithm should be able to generate any layout
Proposal: "auto" layout algorithm should be able to generate any layout
Nov 7, 2024
Currently the
"auto"
layout algorithm makes a few assumptions about what layout to generate, which means if those assumptions are wrong for your application, you're forced to use a explicit layout. At least the following aren't achievable - not sure if I'm missing any:"non-filtering"
samplers (would be partially but not entirely fixed by Changelayout: 'auto'
algorithm so it doesn't generate invalid bindGroupLayouts #4952)"unfilterable-float"
bindings to go with themAlso the following, but I believe they don't matter because of auto layout exclusivity (EDIT: however they become important with #4957!):
"float"
when there are no usages with a sampler (it picks"unfilterable-float"
)"depth"
when the shader type is non-depth (texture_2d<f32>
etc.)The text was updated successfully, but these errors were encountered: