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First of all, let me express my opinion that I think it is reasonable to expect that depth textures may be simultaneously bound as attachments if depth writes are disabled. It has long been possible in OpenGL to do funkier things like 1:1 post processing with textures simultaneously bound as attachments, and what Floh is suggesting sounds pretty vanilla to me.
This and "funkier things" may work on *some* OpenGL and OpenGL ES
implementations but both spec's are very clear that these things
are rendering feedback loops and the behavior is undefined. The
API, therefore, provides no way to determine if it will work. On
the massively parallel machines that are modern GPUs even
something that seems like it should "just work" can trip over.
It is possible that the definition of what constitutes a feedback loop could be narrowed in a future OpenGL {,ES} spec. revision as it does seem too broad at the moment.
Maybe the WebGL implementation could perform the underlying copy behind-the-scenes on platforms that do not enable the copy-free behavior.
WebGL implementations cannot do this. See above.
Regards
-Mark
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