-
-
Notifications
You must be signed in to change notification settings - Fork 4.2k
[Merged by Bors] - Reuse texture when resolving multiple passes #3552
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
It looks like the depth buffer is also not being shared by passes. |
As #3412 was merged, could you update this on top of main so we can get it reviewed and merged? |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Just need to update a comment and then this looks good to me.
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
A couple of nits, but the example and general code quality look good to me. Cannot comment in depth on the rendering strategy.
Sorry for the delay on this. This seems relatively uncontroversial / worth including in 0.7. I'll try to give it a proper review before release. |
bors r+ |
# Objective Fixes #3499 ## Solution Uses a `HashMap` from `RenderTarget` to sampled textures when preparing `ViewTarget`s to ensure that two passes with the same render target get sampled to the same texture. This builds on and depends on #3412, so this will be a draft PR until #3412 is merged. All changes for this PR are in the last commit.
# Objective Fixes bevyengine#3499 ## Solution Uses a `HashMap` from `RenderTarget` to sampled textures when preparing `ViewTarget`s to ensure that two passes with the same render target get sampled to the same texture. This builds on and depends on bevyengine#3412, so this will be a draft PR until bevyengine#3412 is merged. All changes for this PR are in the last commit.
Because bevyengine#3552 got merged only switching the render order is left to fix bevyengine#3902
# Objective Fixes bevyengine#3499 ## Solution Uses a `HashMap` from `RenderTarget` to sampled textures when preparing `ViewTarget`s to ensure that two passes with the same render target get sampled to the same texture. This builds on and depends on bevyengine#3412, so this will be a draft PR until bevyengine#3412 is merged. All changes for this PR are in the last commit.
Because bevyengine#3552 got merged only switching the render order is left to fix bevyengine#3902
Objective
Fixes #3499
Solution
Uses a
HashMap
fromRenderTarget
to sampled textures when preparingViewTarget
s to ensure that two passes with the same render target get sampled to the same texture.This builds on and depends on #3412, so this will be a draft PR until #3412 is merged. All changes for this PR are in the last commit.