mikialex / artgl

TypeScript 3D framework
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Auto FBO memory optimization in rendergraph #29

Closed mikialex closed 5 years ago

mikialex commented 5 years ago

In multi pass render, the fbo rendered and used in pass before maybe could be used in following left pass. As render graph system can infer which fbo's content in which pass stage is not need be keep, and can also find what kind of target need in left pass, we can design a fbo memory optimzaition sys for auto handle this.

Some fbo's content need forced be keep such as temperal ping pong buffer. Additional api related to this need to consider.