Describe tight-packing of image-copy ops, including depth/stencil#2331
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kvark merged 7 commits intogpuweb:mainfrom Nov 24, 2021
Merged
Describe tight-packing of image-copy ops, including depth/stencil#2331kvark merged 7 commits intogpuweb:mainfrom
kvark merged 7 commits intogpuweb:mainfrom
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Kangz
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kvark
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spec/index.bs
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| WebGPU provides {{GPUCommandEncoder/copyBufferToTexture()}} for buffer-to-texture copies and | ||
| {{GPUCommandEncoder/copyTextureToBuffer()}} for texture-to-buffer copies. | ||
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| Pixels are tightly-packed in the linear-memory layout of each row of an image copy. |
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Maybe worth explaining what this is, then adding a note saying "this is often referred to as linear memory layout"?
I.e. say that texel (i+1, j) follows (i, j), and row (, j+1) follows row (, j).
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I tried to sidestep this by only explaining the layout of each individual row, not the whole image, but we do need this somewhere eventually. GPUImageDataLayout has TODOs to describe linear memory layouts.
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Moved this to that section (which makes more sense) and rewrote it in terms of texel blocks.
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kvark
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Nov 24, 2021
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And add a note on how to read/write depth/stencil formats which are not copyable.
Fixes #652 (
remaining open questions there are being split out to separate issuesdecided not to do that, just added notes in the spec).CC #2328
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