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Render Pass Dependencies View

Attention: This view is only available in the OpenGL ES + EGL perspective by default.
MGD can work out what dependencies there are between different render passes in a selected frame. The different types of dependencies it can detect are as follows:
  1. If a render pass reads from a texture that is wrote to in a different render pass without being cleared. E.g. render pass 0 draws to texture 1 and render pass 1 then reads from texture 1.

  2. If a render pass has the same depth or stencil buffer bound as another render pass without being cleared. Assuming that depth or stencil testing is enabled. E.g. render pass 0 has render buffer 1 attached to its depth target and render pass 1 also has render buffer 1 attached to its depth target.

  3. If a render pass does a glBlitFramebuffer call on a different framebuffer. E.g. render pass 0 draws to framebuffer 1 and render pass 1 blits framebuffer 1 into framebuffer 2.

The Render Pass Dependencies View shows render pass dependencies for the selected frame. To generate a list of dependencies, select a frame in the Trace Outline View and press the Generate button in the Render Pass Dependencies View. Any any render pass in the selected frame that is dependent on another render pass will be shown in the tree. Expanding the render pass will tell you:
  • Which render pass it's dependent on
  • Which frame that render pass is in
  • Why MGD considers it a dependency
The dependency analysis stops at the first dependency for each render pass, to find out the next dependency in the chain (if there is one), select the frame with the earlier render pass in it and run the analysis again.

As a example, in the following screen shot, we can see that two of the render passes in Frame 1, Render Pass 1 and Render Pass 4, have dependencies on previous render passes. Render Pass 1 is dependent on Render Pass 26 in the previous frame (Frame 0). Render Pass 4 is dependent on Render Pass 3 in the current frame (Frame 1). In both cases there are dependencies because Texture 18 is attached to the active framebuffer for the render passes.