struct DepthReadbackWorkaround {
render_pipeline: GpuRenderPipelineHandle,
bind_group: GpuBindGroup,
readable_texture: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>,
}
Expand description
Utility for copying a depth texture when it can’t be read-back directly to a [wgpu::TextureFormat::R32Float
] which is readable texture.
Implementation note: This is a plain & simple “sample in shader and write to texture” utility. It might be worth abstracting this further into a general purpose operator. There is not much in here that is specific to the depth usecase!
Fields§
§render_pipeline: GpuRenderPipelineHandle
§bind_group: GpuBindGroup
§readable_texture: Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>
Implementations§
source§impl DepthReadbackWorkaround
impl DepthReadbackWorkaround
sourceconst READBACK_FORMAT: TextureFormat = wgpu::TextureFormat::Rgba32Float
const READBACK_FORMAT: TextureFormat = wgpu::TextureFormat::Rgba32Float
There’s two layers of workarounds here:
- WebGL (via spec) not being able to read back depth textures
- unclear behavior for any readback that isn’t RGBA
Furthermore, integer textures also seemed to be problematic,
but it seems to work fine for [
wgpu::TextureFormat::Rgba32Uint
] which we use for our picking ID Details see wgpu#3644
fn new( ctx: &RenderContext, extent: UVec2, depth_target_handle: GpuTextureHandle ) -> Self
fn copy_to_readable_texture( &self, encoder: &mut CommandEncoder, render_pipelines: &StaticResourcePoolReadLockAccessor<'_, GpuRenderPipelineHandle, RenderPipeline>, global_binding_bind_group: &GpuBindGroup ) -> Result<&Arc<DynamicResource<GpuTextureHandle, TextureDesc, GpuTextureInternal>>, PoolError>
Auto Trait Implementations§
impl Freeze for DepthReadbackWorkaround
impl !RefUnwindSafe for DepthReadbackWorkaround
impl Send for DepthReadbackWorkaround
impl Sync for DepthReadbackWorkaround
impl Unpin for DepthReadbackWorkaround
impl !UnwindSafe for DepthReadbackWorkaround
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