Patrick Walton

Results 269 comments of Patrick Walton

On NVIDIA, warp occupancy and register count are identical both before and after this PR. ![Screenshot 2024-05-01 150843](https://github.com/bevyengine/bevy/assets/157897/aa7f6737-3073-4d2c-9530-ab2ea789dc6e) ![Screenshot 2024-05-01 151432](https://github.com/bevyengine/bevy/assets/157897/2c294445-fa7d-4243-b987-214271d2c32c)

@NthTensor It only has one approval. Having a second approval would be very helpful.

Closing as I am burned out and have no motivation to get this landed anymore.

Closing as I am burned out and have no motivation to get this landed anymore.

I've disabled this feature entirely on WebGL 2. There are two problems here: 1. WebGL 2 has no support for multisample depth textures. 2. Naga has a bug whereby it...

Closing as I am burned out and have no motivation to get this landed anymore.

I reduced the support of the Gaussian blur and did the two-at-a-time optimization, which should make the Gaussian blur version faster than the bokeh. This should be ready for review...

Which parts do you want me to review? Presumably `downsample_depth.wgsl`? Anything else?