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Only present when RenderTarget has been written to #21866
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…ng things on during resize.
alice-i-cecile
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Nov 17, 2025
atlv24
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Nov 17, 2025
Co-authored-by: atlv <[email protected]>
atlv24
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IceSentry
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Labels
A-Rendering
Drawing game state to the screen
C-Feature
A new feature, making something new possible
S-Ready-For-Final-Review
This PR has been approved by the community. It's ready for a maintainer to consider merging it
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For Processing, we sometimes want to accumulate multiple render updates in the intermediate view texture prior to calling present. Right now, any time the render graph runs it will try to unconditionally present, regardless of whether any work has actually been written to the output target causing unnecessary churn and wasting battery. This is particularly problematic for us as we have a requirement that only a single camera can be active at a time, so to render 3 cameras we need to run app update 3 times at least.
NB: previous comments regarding
ViewTargetmay be misleading. You don't have to drop views when re-creating the swapchain, just the existing texture as far as I can tell.To test: