ruffle/render/wgpu/shaders
Mike Welsh f343aff502 wgpu: Use a single render pass and push constants
Switch to a single render pass for the whole frame, as opposed to
a render pass per draw call. This should be a large improvement to
performance. This currently requires some unsafe to work around a
self-reference between RenderPass and CommandEncoder in Frame;
this could eventually be cleaned up by changing RenderBackend
to return a Frame object instead of using begin_frame/end_frame
pairs.

Also switch to using push constants for the transform/color
uniforms.
2020-12-27 00:44:11 -08:00
..
bitmap.frag wgpu: Use a single render pass and push constants 2020-12-27 00:44:11 -08:00
bitmap.frag.spv wgpu: Use a single render pass and push constants 2020-12-27 00:44:11 -08:00
color.frag wgpu: Use a single render pass and push constants 2020-12-27 00:44:11 -08:00
color.frag.spv wgpu: Use a single render pass and push constants 2020-12-27 00:44:11 -08:00
color.vert wgpu: Use a single render pass and push constants 2020-12-27 00:44:11 -08:00
color.vert.spv wgpu: Use a single render pass and push constants 2020-12-27 00:44:11 -08:00
gradient.frag wgpu: Use a single render pass and push constants 2020-12-27 00:44:11 -08:00
gradient.frag.spv wgpu: Use a single render pass and push constants 2020-12-27 00:44:11 -08:00
texture.vert wgpu: Use a single render pass and push constants 2020-12-27 00:44:11 -08:00
texture.vert.spv wgpu: Use a single render pass and push constants 2020-12-27 00:44:11 -08:00