Let's say I have a depth/stencil texture that has format MTLPixelFormatDepth32Float_Stencil8 that I use as an attachment in a render pass and then I want to sample stencil values from that texture in a latter render pass.
Metal Shading Language Specification doesn't mention anything at all about this, only that depth textures need to be declared as depth2d<T, access a = access::sample> and for depth2d both T sample(sampler s, float2 coord, int2 offset = int2(0)) const and T read(uint2 coord, uint lod = 0) const return T where T will most probably be float.
So, my question is, how do I read or sample stencil values from this texture?