* Use texture atomics rather than buffer atomics for the visbuffer (haven't tested perf on a raster-heavy scene yet) * Unfortunately to clear the visbuffer we now need a compute pass to clear it. Using wgpu's clear_texture function internally uses a buffer -> image copy that's insanely expensive. Ideally it should be using vkCmdClearColorImage, which I've opened an issue for https://github.com/gfx-rs/wgpu/issues/7090. For now we'll have to stick with a custom compute pass and all the extra code that brings. * Faster resolve depth pass by discarding 0 depth pixels instead of redundantly writing zero (2x faster for big depth textures like shadow views) |
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| src | ||
| Cargo.toml | ||
| LICENSE-APACHE | ||
| LICENSE-MIT | ||
| README.md | ||