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WebGPURenderer: PMREMGenerator - calculate blur weights and parameters once #29900

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aardgoose
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Address TODO and uses userData() instead of material uniforms for per pass constants.

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github-actions bot commented Nov 15, 2024

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 339.37
79.06
339.37
79.06
+0 B
+0 B
WebGPU 478.22
132.63
478.65
132.72
+430 B
+90 B
WebGPU Nodes 477.68
132.51
478.11
132.6
+430 B
+89 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 464.82
112.02
464.82
112.02
+0 B
+0 B
WebGPU 546.95
148.2
547.64
148.38
+687 B
+179 B
WebGPU Nodes 502.83
137.91
503.52
138.1
+687 B
+194 B

@sunag sunag added this to the r171 milestone Nov 16, 2024
@mrdoob
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mrdoob commented Nov 20, 2024

/ping @elalish

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elalish commented Nov 20, 2024

I guess it's fine if it creates the same pixels. I didn't write that TODO, so I'm not sure what this refactor is for. I generally hope for a refactor to result in less code rather than more. If other folks think this is more clear, then go for it.

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4 participants