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Color grab pass can be used for custom render pass rendering #5866

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merged 1 commit into from
Nov 29, 2023

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mvaligursky
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@mvaligursky mvaligursky commented Nov 29, 2023

  • RenderPassColorGrab refactoring to make it easily useable as a custom pass
  • render passes interface extended to handle changing loadOps
  • render action render pass handles clearing correctly
  • updated example with integrated bloom and color grab passes
bloom.mov

@mvaligursky mvaligursky self-assigned this Nov 29, 2023
@mvaligursky mvaligursky added feature area: graphics Graphics related issue labels Nov 29, 2023
@@ -123,7 +142,9 @@ async function example({ canvas, deviceType, assetPath, glslangPath, twgslPath,
glslangUrl: glslangPath + 'glslang.js',
twgslUrl: twgslPath + 'twgsl.js',

// WebGPU does not currently support antialiased depth resolve, disable it till we implement a shader resolve solution
// The scene is rendered to an antialiased texture, so we disable antialiasing on the canvas
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Are you referring to 2d UI in which case msaa doesn't help anyway?

Can't you get rid of depth buffer too?

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good point! depth/stencil on the backbuffer is useless, but when I try to remove it, I get some exception on WebGPU renderer (WebGL is fine) .. I'll fix in a separate PR

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approving with comment

@mvaligursky mvaligursky merged commit 286f92a into main Nov 29, 2023
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@mvaligursky mvaligursky deleted the mv-grabpass-bloom branch November 29, 2023 16:09
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