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Extend the AsBindGroup macro with optional RenderAssetUsage attributes: render_usage(...) where the options render_world or cpu_world where the default value would be cpu_world.
I have looked everywhere to make this happen, and have not found any way to do this; The closest to a solution for this
was extending the concept described in #8440
Additional context
Here is a GPU profile for a voxel raytracer using bevy:
The actual rendering does not take up a significant amount of time, instead the voxel data is being copied in every frame to the GPU.
The function taking ~500ms in each loop is only calling as_bind_group, here
The text was updated successfully, but these errors were encountered:
What problem does this solve or what need does it fill?
When having large amount of data used in a compute shader, which does not change frequently; It does not need to be uploaded to the GPU in every loop.
e.g.:
What solution would you like?
Extend the
AsBindGroup
macro with optional RenderAssetUsage attributes:render_usage(...)
where the optionsrender_world
orcpu_world
where the default value would becpu_world
.What alternative(s) have you considered?
I have looked everywhere to make this happen, and have not found any way to do this; The closest to a solution for this
was extending the concept described in #8440
Additional context
Here is a GPU profile for a voxel raytracer using bevy:
The actual rendering does not take up a significant amount of time, instead the voxel data is being copied in every frame to the GPU.
The function taking ~500ms in each loop is only calling
as_bind_group
, hereThe text was updated successfully, but these errors were encountered: