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Right now RGBA16F texture is used. This is completely unnecessary and wastes bandwidth, better to have a separate R8 channel texture for such computations
The text was updated successfully, but these errors were encountered:
@fall2019 btw, I noticed you used RenderToTextureNoClear in ApplyDepthOfFieldEffect. Is it required? Because rendering without clear is slower in general than rendering with clear. If its not required, I can create a separate issue to fix that
UPD: Tested local, seems like it works with clear, if its correct, I can merge that with #78 (8096700)
Sure.You can just remove that without any problem. I was thinking like if I don't need to clear it why would I call this clear function. 🤣
OK) But actually when you are clearing, the gpu can discard the old contents and just write color + draw call data, opposite to retrieving data from memory and then storing it.
In vulkan there is a 3d option - dont_care (aka discard). It is used for the cases like drawing full screen rect, when you guarantee you don't need old content and will fully fill the render target with new data https://registry.khronos.org/vulkan/specs/1.3-extensions/man/html/VkAttachmentLoadOp.html
Right now RGBA16F texture is used. This is completely unnecessary and wastes bandwidth, better to have a separate R8 channel texture for such computations
The text was updated successfully, but these errors were encountered: