Fix msaa-line example's unnecessary MSAA data store
@@ -250,21 +250,25 @@ impl framework::Example for Example {
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
- let ops = wgpu::Operations {
- load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
- store: true,
- };
let rpass_color_attachment = if self.sample_count == 1 {
wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
- ops,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
+ store: true,
+ },
}
} else {
wgpu::RenderPassColorAttachment {
view: &self.multisampled_framebuffer,
resolve_target: Some(view),
- ops,
+ ops: wgpu::Operations {
+ load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
+ // Storing pre-resolve MSAA data is unnecessary if it isn't used later.
+ // On tile-based GPU, avoid store can reduce your app's memory footprint.
+ store: false,
+ },
}
};
