Fixes for camera output swap chain acquisition and view target rendering#23959
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alice-i-cecile merged 8 commits intobevyengine:mainfrom Apr 25, 2026
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Very reasonable defensive programming, but needs a quick migration guide.
kfc35
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Zeophlite
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Migration guides moved; try again :)
alice-i-cecile
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We discovered in Processing when using GLFW as a windowing backend that sometimes a window is reported as occluded for the first several frames. When a camera is configured with
ClearColorConfig::None, this can be problematic as the first several frames are skipped and thus do not accumulate drawing state in theViewTargettexture. In general, when the user requests a color attachment withLoadsemantics, we should do our best to make sure that we write into that texture, as missing/dropped frames my result in visually incorrect output.A few related fixes:
out_textureandOptioninViewTarget. A valid render target texture is not required in order to render if the user has requested view targetLoadsemantics. We still skip rendering when the user has requestedClearas this output will be overwritten anyway, saving some energy (i.e. preserves the previous behavior).CameraOutputMode::Writeto a swapchain. This should help avoid weirdness where we acquire but don't do work on a swapchain texture.