GPU question I can't find an answer to online: Why are depth and stencil buffers always the same texture? Why can't I have a separate depth and stencil texture?
This is the part I can't figure out. A friend relayed to me from someone he knows that hardware optimizations can be made when they are a pair, even though separate resources. I can't confirm.
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The hardware optimization bit sounds reasonable because you can exploit locality either physically or through software (pointers) and only write once. jm2c though
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Even so, I would think that a low level API such as Vulkan would still *allow* for it to be separate, unless there is a hardware reason why it can’t be done.
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