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Split Blendability and Filterability into Two Different TextureFormatFeatureFlags #2943
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You should be able to filter (and blend) this format if you enable the https://docs.rs/wgpu/latest/wgpu/struct.Features.html#associatedconstant.TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES feature on your device. This will expand the allowed usages to what your device allows, not just what webgpu does. |
It seems enabling
The validation in So even though a |
@cwfitzgerald , can this issue be reopened, as the root cause doesn't seem to be a missing feature flag, but the wgpu spec tying blendability with filterability and the metal backend following this concept when setting device capabilities. |
So this is a feature request to split up filter-ability and blend-ability in our texture format feature flags? Alright |
Yes, that's right. |
@cwfitzgerald, a PR has been created for this. |
Fixed by #3012 |
Description
After updating to wgpu 0.13.2, coming from 0.12.5, we are getting validation errors, saying that format Rg32Float is not blendable.
According to Apple docs, Rg32Float is blendable on all gpu families (see docs at: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf)
The validation error is thrown because rg32float must be filterable according to specs described at https://gpuweb.github.io/gpuweb/#fragment-state but isn't according to specs described at https://gpuweb.github.io/gpuweb/#plain-color-formats.
However, in version 0.12.5, this limitation wasn't in place, the pipeline could be created without this validation error.
error:
Expected vs observed behavior
Make the format's blendability adhere to device features, or be seperately treated from the format's filterability.
Platform
wgpu: 0.13.2, backend = Metal
iOS: 15.6 (both real device and simulator)
device: iPad Pro 2021 12.9"
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