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2026-06-10 01:27:29 UTC

Hoshino Lina (星乃リナ) 🩵 3D Yuri Wedding prep!!! on Nostr: So I'm looking at what a "production" Live2D renderer would look like, and I'm torn ...

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](https://developer.arm.com/community/arm-community-blogs/b/mobile-graphics-and-gaming-blog/posts/framebuffer-fetch-in-vulkan ), 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?