Orgnaization & cleanup
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+5
-5
@@ -830,9 +830,9 @@ end :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window, clear_color: Color = DF
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}
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// Pre-scan: if any layer this frame has a backdrop sub-batch, route the entire frame to
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// source_texture (Approach B) so the bracket can sample the pre-bracket framebuffer
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// without a mid-frame texture copy. Frames without any backdrop hit the existing fast
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// path and never touch the backdrop pipeline's working textures.
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// source_texture so the bracket can sample the pre-bracket framebuffer without a mid-
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// frame texture copy. Frames without any backdrop hit the existing fast path and never
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// touch the backdrop pipeline's working textures.
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has_backdrop := frame_has_backdrop()
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// Upload primitives to GPU (vertices, indices, SDF prims, and backdrop prims share one
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@@ -880,8 +880,8 @@ end :: proc(device: ^sdl.GPUDevice, window: ^sdl.Window, clear_color: Color = DF
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draw_layer(device, window, cmd_buffer, render_texture, width, height, clear_color_f32, &layer)
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}
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// Approach B finalization: when we rendered into source_texture, copy it to the swapchain.
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// Single CopyGPUTextureToTexture call per frame, only when backdrop content was present.
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// When we rendered into source_texture, copy it to the swapchain. Single
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// CopyGPUTextureToTexture call per frame, only when backdrop content was present.
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if has_backdrop {
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copy_pass := sdl.BeginGPUCopyPass(cmd_buffer)
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sdl.CopyGPUTextureToTexture(
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