bevy/crates/bevy_pbr
JMS55 2fd4cc4937
Meshlet texture atomics (#17765)
* Use texture atomics rather than buffer atomics for the visbuffer
(haven't tested perf on a raster-heavy scene yet)
* Unfortunately to clear the visbuffer we now need a compute pass to
clear it. Using wgpu's clear_texture function internally uses a buffer
-> image copy that's insanely expensive. Ideally it should be using
vkCmdClearColorImage, which I've opened an issue for
https://github.com/gfx-rs/wgpu/issues/7090. For now we'll have to stick
with a custom compute pass and all the extra code that brings.
* Faster resolve depth pass by discarding 0 depth pixels instead of
redundantly writing zero (2x faster for big depth textures like shadow
views)
2025-02-12 18:15:43 +00:00
..
src Meshlet texture atomics (#17765) 2025-02-12 18:15:43 +00:00
Cargo.toml Use target_abi = "sim" instead of ios_simulator feature (#17702) 2025-02-11 23:01:26 +00:00
LICENSE-APACHE Cleanup publish process (#17728) 2025-02-09 17:46:19 +00:00
LICENSE-MIT Cleanup publish process (#17728) 2025-02-09 17:46:19 +00:00
README.md Add README.md to all crates (#13184) 2024-05-02 18:56:00 +00:00

Bevy PBR

License Crates.io Downloads Docs Discord