-
-
Notifications
You must be signed in to change notification settings - Fork 36.2k
WebGPURenderer: Skip resolving anti-aliasing twice #31743
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
|
|
Would you be okay if we target The additional MSAA for the single full-screen quad should be no huge performance waste. |
|
Did some integration testing today for https://rawcdn.githack.com/mrdoob/three.js/dev/examples/webgpu_postprocessing_sobel.html The screen becomes black and the following WebGPU warnings are logged:
It seems, it does not happen with the WebGL backend. |
Description
While doing the PR #31730 I noticed anti-aliasing is being resolved twice: once in FrameBufferTarget for applying output color-space conversion and tone mapping, and again during scene rendering. The renderer will now skip resolving anti-aliasing when applying color-space output and tone mapping, keeping only in the rendering of the scene.