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They all use the same configuration so merging them gives better performance,
particularly on mobile, as the attachments have to be written out and read in
between passes.

@superdump superdump added A-Rendering Drawing game state to the screen C-Performance A change motivated by improving speed, memory usage or compile times labels May 12, 2022
@superdump
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I haven't tested this to see if it has any practical performance benefit on a laptop. But we should ideally test to see the performance difference before merging.

@alice-i-cecile alice-i-cecile added the C-Code-Quality A section of code that is hard to understand or change label May 13, 2022
@maxammann
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Thanks for opening this one! :)

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A note that this now always runs a render pass. This should either check to see if there are any phase items in any of the phases and if not then early return, or this could be part of #4745

…to one

They use the same configuration so merging them gives better performance,
particularly on mobile, as the attachments have to be written out and read in
between passes.
@superdump
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I'm going to close this because a couple of use cases have come up where one may want to run something between the passes. As such, I think the right route forward is to split the opaque, alpha mask, and transparent passes to be run in different render graph nodes so that people have the flexibility to do stuff between if needed.

@superdump superdump closed this Jul 19, 2022
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A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change C-Performance A change motivated by improving speed, memory usage or compile times

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3 participants