WebGPURenderer: Skip resolving anti-aliasing twice#31743
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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Would you be okay if we target The additional MSAA for the single full-screen quad should be no huge performance waste. |
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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.