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Replace "sampled-texture" with "ro-texture" #256

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kainino0x
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And add a TODO for "rw-texture".

Supersedes #190.

And add a TODO for "rw-texture".

Supersedes gpuweb#190.
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kainino0x commented Mar 27, 2019

Uploading this for discussion to replace #190.

Myles's usage table:

Name Load Store Sample
rw-texture
ro-texture

@Kangz
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Kangz commented Mar 29, 2019

Same comment as in the other PR: I don't think we should do this for two reasons:

  • Sample and Load can go through two different hardware paths (Load can be a direct memory load while Sample has to go through a texture unit). I'm not sure but using Load on a texture that's also samplable could be slower than on a storage texture.
  • Buffer bindings state the type of buffers which is super important because we'll eventually want three different binding types: uniform-buffer, storage-buffer and read-only-storage-buffer. The latter would help have a buffer for both uniform (with 64kb view limitation) and read-only storage during a single pass. We should have consistency there.

So like for buffers I'd suggest we keep the current names for textures, and plan to add a read-only-storage-texture or ro-storage-texture binding type in the future.

@kvark
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kvark commented Mar 29, 2019

@Kangz
Wait, is the only motivation for ro-storage-texture that "using Load on a texture that's also samplable could be slower than on a storage texture" ? Do you have any references to back that up?

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Kangz commented Mar 29, 2019

The other motivation is consistency with buffer. No I don't have references at this point.

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grorg commented Apr 1, 2019

Discussed at the 1 April Teleconference

@kdashg
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kdashg commented Apr 1, 2019

Consensus: Prefer sampled-texture name.

@kdashg kdashg closed this Apr 1, 2019
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kvark commented Apr 2, 2019

Oh, I didn't realize that's what the group preferred. What about the fact that some users may use this kind of texture without ever sampling from it (only loading instead)?

To clarify my position: I think it should be just "texture", given that 95% of use cases (roughly!) are just that, and it's easily recognizable and matching HLSL. I don't quite see how the argument about barriers apply here: we aren't inventing new concepts, the difference between regular textures and storage/rw ones is well known, and we don't anticipate any new kinds there.

ben-clayton pushed a commit to ben-clayton/gpuweb that referenced this pull request Sep 6, 2022
* Add validation tests for CopyBufferToBuffer

This patch adds all the validation tests about CopyBufferToBuffer().
1. Both the source and destination buffer must be valid.
2. The source buffer must have COPY_SRC usage and the destination
   buffer must have COPY_DST usage.
3. The copySize must be a multiple of 4.
4. Both the source and destiantion offset are multiple of 4.
5. Both (srcOffset + copySize) and (dstOffset + copySize) must not
   overflow a buffer.
6. The source buffer and destination buffer cannot be the same one.

* Address reviewer's comments

* dos2unix

* Fix coding style

* More coding style fix

* More fix

* Address reviewer's comments

* Fix coding style

* Small fix
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5 participants