Dzmitry Malyshau
Dzmitry Malyshau
@litherum perhaps you could double-check if the Metal documentation is wrong here?
@kainino0x Is any other API (but Metal) expose the wavefront size? Metal is also different in a way that the user sets up the work group size from the API...
Thank you for writing down the extension request! I'm afraid this would be quite difficult to fit into our usage model: a resource can only be in a single writable...
FYI, DX12 support for ROV can be found [in NVidia presentation](https://developer.nvidia.com/sites/default/files/akamai/gameworks/blog/GDC16/GDC16_gthomas_adunn_Practical_DX12.pdf) on slide 48: 
@Kangz that would give you synchronization between draw calls, but still no guarantee about any order within multiple fragment shader invocations within the same draw.
Thank you for filing this! It's not in the spirit of low-level APIs to expose any information that the user is already supposed to know. However, it is established in...
Right, I mentioned that in the editor meeting. This needs an investigation first.
I suppose that's good news. One less confusion about where the depth goes :)
I think we can leave this opportunity hanging while listening to ISV feedback.
> Corentin found #79 which points to this table: > https://developer.apple.com/documentation/metal/mtltexture/1515409-newtextureviewwithpixelformat#discussion > which seems to say texture views can't be created from 1DArray at all. Hmm, technically speaking Metal doesn't...