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Add compute render pass #751

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pjcozzi opened this issue May 8, 2013 · 2 comments
Closed

Add compute render pass #751

pjcozzi opened this issue May 8, 2013 · 2 comments
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@pjcozzi
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pjcozzi commented May 8, 2013

Commands for this pass will execute before executing any commands to render the scene. This will eliminate the direct calls to Context.draw in the imagery code.

@pjcozzi pjcozzi mentioned this issue Aug 27, 2013
@pjcozzi pjcozzi mentioned this issue Sep 7, 2013
@pjcozzi pjcozzi self-assigned this Oct 6, 2014
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pjcozzi commented May 13, 2015

We should be able to use the post-processing framework to drive this (at the start of the frame) since our compute passes are viweport-aligned quads.

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pjcozzi commented Aug 31, 2015

@lilleyse for this, review the notes on the compute pass in Rendering a Frame, and our two current use cases:

The general idea is only the scene should execute commands - primitives should not. If a primitive has a GPGPU-like task (which results in updating a texture) then they should create a new ComputeCommand for it, return it from update using a new Pass.Compute pass, and then receive a callback/promise when ready. The callback/promise will be allowed to return new commands to be executed that frame...perhaps even compute commands...I need to think about that.

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