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Support sampling depth and stencil of combined d/s formats
This CL adds sampling of depth-only and stencil-only texture views on all backends. However, Metal on macOS <= 10.11 will need a workaround to use separate depth/stencil textures for each aspect since it is impossible to sample the stencil aspect of a combined depth/stencil texture. Also fixes sampling of depth24plus on D3D12 which had an incomplete check for determining if a TYPELESS format is necessary. Bug: dawn:439, dawn:553 Change-Id: Id4991c565f822add200054296714e2dcd330119a Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/30725 Commit-Queue: Austin Eng <enga@chromium.org> Reviewed-by: Stephen White <senorblanco@chromium.org>
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@@ -90,4 +90,12 @@ bool IsFloat16NaN(uint16_t fp16);
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float SRGBToLinear(float srgb);
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template <typename T1,
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typename T2,
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typename Enable = typename std::enable_if<sizeof(T1) == sizeof(T2)>::type>
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constexpr bool IsSubset(T1 subset, T2 set) {
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T2 bitsAlsoInSet = subset & set;
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return bitsAlsoInSet == subset;
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}
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#endif // COMMON_MATH_H_
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