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Clamping when rendering onto R16Uint format textures #4670
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cc @gfx-rs/wgpu (should probably be transferred to the wgpu repo) |
Which backend are you using? Also, what hardware/drivers do you have? |
I am using Vulkan backend (dozen, so actually DirectX?) on WSLg. My PC has NVIDIA RTX A3000. Nvidia driver version is 529.08. Now that I look at it with fresher eyes, I can't seem to find a reason why there would be black stripes there. If it were just clamping, there would be a solid white square. |
Could you try to reproduce the issue in Windows (outside of WSL)? It might be an issue with Mesa's Dozen. |
Dozen is not yet Vulkan conformant: You should report this issue to the mesa repo. |
Hey. I was trying to render (headless) with R16Uint texture as the color attachment with the following fragment shader:
When I convert it into 16-bit PNG I get:
If I use this shader:
I get the following PNG:
This PNG looks like what I expected from the first shader. However, it will not have full range of values (0 to 65535) so I can't use it. It looks like the output of the fragment shader is clamped to 255. Is this intentional?
The workaround I currently have is to use RG8Uint texture format and use this shader:
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