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P2Important issues not at the top of the work listImportant issues not at the top of the work liste: impellerImpeller rendering backend issues and features requestsImpeller rendering backend issues and features requeststeam-engineOwned by Engine teamOwned by Engine teamtriaged-engineTriaged by Engine teamTriaged by Engine team
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Right now, the second pass of the blur is rendered into a texture and then that texture is composited onto the entity pass that consumes the blur. By adjusting the positioning UVs, we could actually perform the second pass of the blur in the entity pass without another intermediary texture. This will reduce memory usage, as well as reduce the overhead of texture fill operations: #142154 .We've done similar things for other filters, for example see: flutter/engine#40973
FYI @gaaclarke
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P2Important issues not at the top of the work listImportant issues not at the top of the work liste: impellerImpeller rendering backend issues and features requestsImpeller rendering backend issues and features requeststeam-engineOwned by Engine teamOwned by Engine teamtriaged-engineTriaged by Engine teamTriaged by Engine team
