-
Notifications
You must be signed in to change notification settings - Fork 6k
[Impeller] Use MSAA attachments for offscreen passes #35648
Conversation
|
It looks like this pull request may not have tests. Please make sure to add tests before merging. If you need an exemption to this rule, contact Hixie on the #hackers channel in Chat (don't just cc him here, he won't see it! He's on Discord!). If you are not sure if you need tests, consider this rule of thumb: the purpose of a test is to make sure someone doesn't accidentally revert the fix. Ask yourself, is there anything in your PR that you feel it is important we not accidentally revert back to how it was before your fix? Reviewers: Read the Tree Hygiene page and make sure this patch meets those guidelines before LGTMing. |
zanderso
left a comment
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.
Reducing memory footprint in follow-up work sgtm.
lgtm w/ optional nit after fixing the build issue.
| /// @brief Creates a new texture of size `texture_size` and calls | ||
| /// `subpass_callback` with a `RenderPass` for drawing to the texture. | ||
| std::shared_ptr<Texture> MakeSubpass(ISize texture_size, | ||
| bool enable_msaa, |
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.
Maybe use an enum so this can be self-documenting? Like kMSAAEnabled, kMSAADisabled.
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.
Removed this param.
zanderso
left a comment
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.
still lgtm
Fixes flutter/flutter#104759.
When loading an MSAA color attachment, it's not possible to pull the samples from the initial resolve texture, and so storing the MSAA texture is unfortunately necessary.
All of our shaders currently don't bind/read MSAA textures, so sometimes we also need to store the resolve texture right now.
Follow-up work:
EntityPassto make this happen.RenderPass.