Damus
Hoshino Lina (ζ˜ŸδΉƒγƒͺγƒŠ) 🩡 3D Yuri Wedding 2026!!! profile picture
Hoshino Lina (ζ˜ŸδΉƒγƒͺγƒŠ) 🩡 3D Yuri Wedding 2026!!!
@Hoshino Lina (ζ˜ŸδΉƒγƒͺγƒŠ) 🩡 3D Yuri Wedding 2026!!!
So I'm looking at what a "production" Live2D renderer would look like, and I'm torn because I think I want to use wgpu, but I need some features it doesn't support to do some things efficientlly.

To do 5.3 blend modes efficiently, I need either VK_EXT_blend_operation_advanced or VK_EXT_rasterization_order_attachment_access or subpass self-dependency, but WebGPU has none of those.

For efficient masking, I think it's basically going to have to be subpasses (i.e. something that lets me render a mask to an attachment, then sample it in another subpass, that stays in tile memory/cache).

(Metal has equivalents for all this too)

Another option for both is VK_EXT_fragment_shader_interlock, but that will probably suck on tilers...

How hard is it to get stuff like this added to wgpu as an extension?