FazBrowse GitHub Viewer | Trending |
URL:
| Home
Tools: [Download Repo ZIP]   [Original HTTPS Page]

Why do block-compressed textures have to be aligned to a multiple of the texel block size? · Issue #2006 · gpuweb/gpuweb · GitHub

/ gpuweb Public

Why do block-compressed textures have to be aligned to a multiple of the texel block size? #2006

Description

The spec says this:

Textures in block-based compressed GPUTextureFormats always have a mipmap level 0 whose [[descriptor]].size is a multiple of the texel block size, but the lower mipmap levels might not be multiples of the texel block size and can have paddings.

But this is not a restriction of any of the major APIs that are targets (D3D12, Metal, Vulkan), that I can find. It is a restriction in D3D11, but this restriction seems to have happened by accident. Because mipmaps can already not be texel-aligned, hardware basically needs to support this anyway.

My sleuthing has only lead me to #623 which added the text, and #363 which is the discussion that proposed the restriction, which references a D3D10 manual page.

I would propose dropping this text from the spec.

Metadata

Metadata

Assignees

No one assigned

    Labels

    apiWebGPU API

    Type

    No type

    Projects

    No projects

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions


    Back | FazBrowse Home | New Git URL