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<b><a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED WONTFIX - radv doesn't support VK_FORMAT_D24_UNORM_S8_UINT"
href="https://bugs.freedesktop.org/show_bug.cgi?id=106528#c7">Comment # 7</a>
on <a class="bz_bug_link
bz_status_RESOLVED bz_closed"
title="RESOLVED WONTFIX - radv doesn't support VK_FORMAT_D24_UNORM_S8_UINT"
href="https://bugs.freedesktop.org/show_bug.cgi?id=106528">bug 106528</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>FWIW (not talking specifically about vulkan here) not supporting d24unorm may
not be much of a problem for ordinary apps as you can use d32f instead and
adapt your code to it. But if you're translating from some other APIs and you
have to emulate it, it's not actually all that easy to emulate faithfully if
you have no idea what the app is actually doing, since depth bias works a bit
differently for unorm vs float formats. As far as I know the only way to
emulate this somewhat accurately (of course the results still won't be 100%
identical due to different precision) is to apply the depth bias (the constant
part, not the slope scale part) in the fragment shader manually, which is of
course rather a pain and probably quite suboptimal from a performance point of
view (even if the hw actually might allow configuring how depth bias works
independently from the actual format, but if it isn't exposed that doesn't
help).</pre>
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