MCPcopy Create free account
hub / github.com/Bloom-Engine/engine / create_composed_rt

Function create_composed_rt

native/shared/src/renderer/formats.rs:169–183  ·  view source on GitHub ↗

Create the composed HDR render target. Scene HDR + SSR + SSGI albedo + bloom + fog + sun shafts all merged into one texture by the `scene_compose` pass. Both the TAA-on path (TAA consumes this as its "current frame" input) and the TAA-off path (composite reads it directly) read from the same buffer, so fog / shafts / post-effects stay visible regardless of TAA state.

(device: &wgpu::Device, width: u32, height: u32)

Source from the content-addressed store, hash-verified

167/// reads it directly) read from the same buffer, so fog / shafts /
168/// post-effects stay visible regardless of TAA state.
169pub(super) fn create_composed_rt(device: &wgpu::Device, width: u32, height: u32) -> (wgpu::Texture, wgpu::TextureView) {
170 let texture = device.create_texture(&wgpu::TextureDescriptor {
171 label: Some("composed_rt"),
172 size: wgpu::Extent3d { width, height, depth_or_array_layers: 1 },
173 mip_level_count: 1,
174 sample_count: 1,
175 dimension: wgpu::TextureDimension::D2,
176 format: HDR_FORMAT,
177 usage: wgpu::TextureUsages::RENDER_ATTACHMENT
178 | wgpu::TextureUsages::TEXTURE_BINDING,
179 view_formats: &[],
180 });
181 let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
182 (texture, view)
183}
184
185/// Create the velocity render target (Rg16Float, surface size).
186/// Per-pixel screen-space velocity for motion blur and TAA.

Callers 2

newMethod · 0.85
resizeMethod · 0.85

Calls

no outgoing calls

Tested by

no test coverage detected