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Currently, the format we use for an image is a "typeless" D3D12 format. This allows us to cast it to different compatible view formats. However, it comes with a performance penalty (i.e texture compression, see #3267 for Metal side).
See also - investigation in gpuweb/gpuweb#744 (comment)
The text was updated successfully, but these errors were encountered:
Currently, the format we use for an image is a "typeless" D3D12 format. This allows us to cast it to different compatible view formats. However, it comes with a performance penalty (i.e texture compression, see #3267 for Metal side).
See also - investigation in gpuweb/gpuweb#744 (comment)
The text was updated successfully, but these errors were encountered: