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Yes, I do just that for my bloom implementation. Not only that, I'm simultaneously using different mip levels of the same texture. Caveat: It doesn't work correctly under the |
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Is it possible to use the same texture for different purposes within multiple RenderPasses under a single CommandEncoder? For example, can the texture serve as a render target in the first RenderPass and then be used for shader sampling in the second RenderPass?
Here's a simplified example:
If this is not possible, are there specific limitations imposed by platform-specific APIs?
What does the WebGPU standard say about this?
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