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wgpu RenderPass with a depth/stencil attachment #2083

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kvark opened this issue Sep 25, 2022 · 2 comments · Fixed by #2136
Closed

wgpu RenderPass with a depth/stencil attachment #2083

kvark opened this issue Sep 25, 2022 · 2 comments · Fixed by #2136
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feature New feature or request

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@kvark
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kvark commented Sep 25, 2022

Related to #2022

Is your feature request related to a problem? Please describe.
My main render pass has a depth/stencil attachment. I'm using egui_wgpu_backend, and render pass creation assumes no depth/stencil involved.
That means, I can't render egui in my main render pass (it's incompatible with a render pipeline you create). That's unfortunate and wasteful on tiling GPU architectures.

Describe the solution you'd like
Have an Option<wgpu::TextureFormat> argument for the render pass creation, where the user would tell the format for depth/stencil, if any. It should involve minimal changes on egui wgpu side, could be done as another render pass constructor, e.g. RenderPass::with_depth_stencil.

Describe alternatives you've considered
None.

Additional context
Downstream work - kvark/vange-rs#214
Egui looks great overall, thank you for amazing work!

@kvark kvark added the feature New feature or request label Sep 25, 2022
@Wumpf
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Wumpf commented Oct 6, 2022

with the egui-wgpu crate this can already be solved by using render_onto_renderpass - although I do agree with #2022 that this should be just always the case, i.e. call that render and remove render_onto_renderpass (with that egui_wgpu::Renderer also looses any knowledge of depth buffer)

Given that this ticket would be duplicate or belongs to egui_wgpu_backend, do you agree or am I missing something that's not covered in #2022 ?

@kvark
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kvark commented Oct 13, 2022

You mean

output_depth_format: Option<wgpu::TextureFormat>,
specifically. Glad to see this fixed!

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