这是indexloc提供的服务,不要输入任何密码
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Unrestricted Depth Range #5209

@kainino0x

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@kainino0x

Just opening a tracking issue for an unrestricted depth range feature, which could allow any/all of the following (% backend support):

  • "unclamped depth" output from rendering (via fragment shader output, depthClearValue, or unclippedDepth).
  • writeTexture/copyBufferToTexture into "depth32float".

Backends:

  • Vulkan: VK_EXT_depth_range_unrestricted
  • Metal: ?
  • D3D12: ?

The previous discussion is in #789.

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