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FrameGraph: optimize texture allocation #16096
FrameGraph: optimize texture allocation #16096
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… framegraph-highlight-layer
…d through the options parameter
… framegraph-highlight-layer
… framegraph-optimize-textures
…y the frame graph texture manager
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/16096/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/16096/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/16096/merge#BCU1XR#0 |
Visualization tests for WebGPU (Experimental) |
WebGL2 visualization test reporter: |
packages/dev/core/src/Materials/Textures/textureHelper.functions.ts
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Graph tools CI has failed you can find the test results at: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/TOOLS/refs/pull/16096/merge/testResults/ |
Graph tools CI has failed you can find the test results at: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/TOOLS/refs/pull/16096/merge/testResults/ |
Graph tools CI has failed you can find the test results at: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/TOOLS/refs/pull/16096/merge/testResults/ |
The GraphTools-CI fails first with: I'm not sure why, as NRGE starts correctly locally. I guess it's related to the first error? cc @RaananW |
There is an error when starting it. you can see it in the trace of the failed tests. The error is This is the full stacktracte Link to the snapshot, if it helps - https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/TOOLS/refs/pull/16096/merge/nodeRenderGraphEditor/ |
#16107 will solve this issue. |
Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/16096/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/16096/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/16096/merge#BCU1XR#0 |
Visualization tests for WebGPU (Experimental) |
WebGL2 visualization test reporter: |
You have made possible changes to the playground. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/PLAYGROUND/refs/pull/16096/merge/ The snapshot playground with the CDN snapshot (only when available): Note that neither Babylon scenes nor textures are uploaded to the snapshot directory, so some playgrounds won't work correctly. |
You have changed file(s) that made possible changes to the sandbox. https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/SANDBOX/refs/pull/16096/merge/ |
Visualization tests for WebGPU (Experimental) |
WebGL2 visualization test reporter: |
This PR adds texture allocation optimization by aliasing existing textures where possible, i.e. by reusing textures that are no longer used in the frame graph.
NRGE displays some figures about the process:

Additional changes in the PR:
internalTexture.ts
to a newtextureHelper.functions.ts
file, as I needed to add a new helper (GetTextureBlockInformation
)._retryWithInterval
tool function to be able to cancel the timer (the function now returns a function you can call to cancel the timer) - discussed with @RaananW