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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-PerformanceA change motivated by improving speed, memory usage or compile timesA change motivated by improving speed, memory usage or compile timesP-HighThis is particularly urgent, and deserves immediate attentionThis is particularly urgent, and deserves immediate attention
Description
What problem does this solve or what need does it fill?
Pipelines take a while to compile. Ideally we compile all that ahead of time in a loading screen, rather than either stutter or pop in during gameplay.
What solution would you like?
Some kind of log to record created pipelines during runtime, and save it to a file. Then, on startup, read the file and queue all the pipelines.
We'll need to handle things like TAA that don't use the Material API, and therefore unconditionally create the pipeline without caching it and deduplicating with existing pipelines in the pipeline cache (which doesn't deduplicate anything in its own).
tbillington, SafariMonkey, Seldom-SE, RedTrait, patrislav and 2 more
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A-RenderingDrawing game state to the screenDrawing game state to the screenC-FeatureA new feature, making something new possibleA new feature, making something new possibleC-PerformanceA change motivated by improving speed, memory usage or compile timesA change motivated by improving speed, memory usage or compile timesP-HighThis is particularly urgent, and deserves immediate attentionThis is particularly urgent, and deserves immediate attention