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[wgsl-in] Ensure textureSampleLevel's level argument is an integer for depth textures #6529
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[wgsl-in] Ensure textureSampleLevel's level argument is an integer for depth textures #6529
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I think that if we
round
it first this will behave the same as the sampler doing it. Thoughts?There was a problem hiding this comment.
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My assumption was that a fractional lod interpolated between two mip levels. But I can't see anything in the spec which says that (but nor that it rounds the lod). Do you happen to know what the spec says?
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Depth textures can only be paired with a non-filtering (or comparison) sampler which means that the
mipmapFilter
field of the sampler descriptor can't belinear
, it must benearest
which sounds like itround
s instead.A few links:
https://www.w3.org/TR/webgpu/#ref-for-dom-gpusamplerbindingtype-filtering%E2%91%A2
https://www.w3.org/TR/webgpu/#dom-gpusamplerbindingtype-non-filtering
https://www.w3.org/TR/webgpu/#ref-for-dom-gpusampler-isfiltering-slot
https://www.w3.org/TR/webgpu/#enumdef-gpumipmapfiltermode
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Ideally we would modify the GLSL & SPIR-V frontends as well to not regress. I think we need to round the lod then cast it to a u32 so that the behavior is in line with a non-filtering sampler.
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I don't think any GLSL command can be converted to a depth texture
textureSampleLevel()
. GLSL'stextureLod()
with a shadow texture takes a vector with an extra component for the coords, and this component is used as thecompare
value when translated totextureSampleCompareLevel()
.textureSampleCompareLevel always has a LOD of zero, so the LOD specified in the GLSL also appears to be lost in translation. I think that occurs here. So as I can tell I don't think there's anything to do for GLSL, but this is all very new to me so could be wrong!
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Looking at the GLSL frontend, that seems accurate. The SPIR-V frontend can produce a
textureSampleLevel()
with a depth texture though.