Render Pass Dependencies View
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.
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.
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.
- Which render pass it's dependent on
- Which frame that render pass is in
- Why MGD considers it a dependency
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.