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Proposal: read-write storage textures #3838

@teoxoy

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@teoxoy

#1772 proposes adding read-write storage textures, and mentions that support will have to depend on the format.

This proposal suggests how read-write texture formats should be bucketed.

  • rw-storage-texture-tier-1 extension covers:

    • r32float
    • r32uint
    • r32sint

    Metal: Needs MTLReadWriteTextureTier1
    D3D FL11: Available
    Vulkan: Available
    OpenGL ES 3.1: Available

  • rw-storage-texture-tier-2 extension covers:

    • rgba32float
    • rgba32uint
    • rgba32sint
    • rgba16float
    • rgba16uint
    • rgba16sint
    • rgba8unorm
    • rgba8uint
    • rgba8sint

    Metal: Needs MTLReadWriteTextureTier2
    D3D FL11: Optional (see D3D Docs)
    Vulkan: Available
    OpenGL ES 3.1: Available

  • rw-storage-texture-tier-3 extension covers:

    • r16float
    • r16uint
    • r16sint
    • r8unorm
    • r8uint
    • r8sint

    Metal: Needs MTLReadWriteTextureTier2
    D3D FL11: Optional (see D3D Docs)
    Vulkan: Needs shaderStorageImageExtendedFormats
    OpenGL ES 3.1: Unavailable


Note that rw-storage-texture-tier-3 might not be required if we require rw-storage-texture-tier-2 + formats-tier-1 for the respective formats.

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