Conversation
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Was this discussed at the editor's meeting? |
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We didn't have time to discuss it this week. |
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The concern about Maybe we can follow D3D12 closer (which is where we get the restriction from about no sampling from integer textures) and calls it |
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Would it be valid to say that a "sample" operation is comprised of 1-8 "fetch" operations + filtering? Then could we call it something like FETCH? In that case it would probably also be beneficial to use matching terminology in WGSL and change textureLoad to textureFetch/texelFetch (like GLSL, despite HLSL's texture.Load() and MSL's texture.read()). |
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Ideas from a chat between me and @kvark:
I think we both like the first option quite a bit. (We had half a mind to try to make the buffer usages to fit the pattern as well, but there isn't really any ambiguity there right now, and the buffer usages are a lot more diverse so it's harder.) |
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That's pretty good. Let's talk about it in the meeting anyway since the agenda is already out, but I hope we can settle it quickly. |
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Resolution: " |
The rename was previously bundled as part of #1794 but not really discussed in details.
I have concerns about the name
SHADER_READbecause in the future where we have read-write storage textures it will be confusing thatSHADER_READdoesn't allowreadonly-storageand how it interacts withread-write-storage.The major difference we should try to highlight is that one path is likely to use the texture unit (so "sampled" which is why I reverted back to
SAMPLEDin this PR) and another one is likely to use direct memory loads (that's "storage").I could probably be convinced that in the future when we have
readonly-storage-texture, people will understand that thestoragetakes precedence and the texture has to beSTORAGE(though they might think they also needSHADER_READ)💥 Error: 500 Internal Server Error 💥
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