Replacing the final copyToTexture call with a tiny render pass, so that the postprocessing passes can be compute shaders working off of storage textures instead.

This commit is contained in:
Rezmason
2021-11-11 08:24:30 -08:00
parent 9813e76ffb
commit 9c861fd50b
5 changed files with 85 additions and 5 deletions

View File

@@ -7,6 +7,7 @@ import makePalettePass from "./palettePass.js";
import makeStripePass from "./stripePass.js";
import makeImagePass from "./imagePass.js";
import makeResurrectionPass from "./resurrectionPass.js";
import makeEndPass from "./endPass.js";
const effects = {
none: null,
@@ -51,7 +52,7 @@ export default async (canvas, config) => {
};
const effectName = config.effect in effects ? config.effect : "plain";
const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName]]);
const pipeline = makePipeline(context, [makeRain, makeBloomPass, effects[effectName], makeEndPass]);
await Promise.all(pipeline.map((step) => step.ready));
@@ -74,7 +75,8 @@ export default async (canvas, config) => {
const encoder = device.createCommandEncoder();
pipeline.forEach((step) => step.execute(encoder));
encoder.copyTextureToTexture({ texture: pipeline[pipeline.length - 1].getOutputs().primary }, { texture: canvasContext.getCurrentTexture() }, canvasSize);
// Eventually, when WebGPU allows it, we'll remove the endPass and just copy from our pipeline's output to the canvas texture.
// encoder.copyTextureToTexture({ texture: pipeline[pipeline.length - 1].getOutputs().primary }, { texture: canvasContext.getCurrentTexture() }, canvasSize);
device.queue.submit([encoder.finish()]);
requestAnimationFrame(renderLoop);
};