WebGLRenderer: Prerender transmission pass(es) #28097
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Related issue: #22594 (split off from #28078)
Description
Rendering the transmission pass happened at the start of
renderScene
. In case of WebXR the scene is rendered twice sequentially, once for the left eye and once for the right eye. This resulted in the corresponding transmission passes to be interleaved with the main rendering (see ovrgpuprofiler output in #28078 and #22594). These additional switches cause expensive flushes to, and loads from main memory.This PR moves the rendering of the transmission pass before
renderScene
. For WebXR this allows the transmission buffer to be rendered for the left and right eye in succession, after which the left and right eye can be rendered as normal without needing to switch render target in-between.This contribution is funded by Fern Solutions