bvle-voxels/shaders
Samuel Bouchet 21f1bd1a12 Phase 2.5: GPU meshing production pipeline + perf optimizations (80+ FPS)
Replace CPU greedy mesher with GPU compute mesher as default rendering pipeline.
Key optimizations identified via CPU profiling (ProfileAccum, 5s averages):
- Fused regenerate+pack: parallel noise gen + memcpy in same jobsystem pass (6ms → 0ms)
- VoxelData memcpy: sizeof(VoxelData)==2 enables direct memcpy instead of bit-shift loop (28ms → <1ms)
- Dirty-skip: GPU dispatch/upload only when chunks change, not every frame
- Animation: 2 fBm octaves + no caves in animation mode (54ms → 8ms)
- Result: 80-110 FPS with 60Hz terrain animation, 700+ FPS static
2026-03-26 09:05:52 +01:00
..
voxelCommon.hlsli Phase 2.2: MDI rendering with CPU-filled indirect args 2026-03-25 22:07:22 +01:00
voxelCullCS.hlsl Phase 2.3: GPU compute culling with frustum + backface cull 2026-03-25 22:30:50 +01:00
voxelMeshCS.hlsl Phase 2.5: GPU meshing production pipeline + perf optimizations (80+ FPS) 2026-03-26 09:05:52 +01:00
voxelPS.hlsl Phase 2: GPU-driven voxel rendering pipeline 2026-03-25 14:24:05 +01:00
voxelVS.hlsl Phase 2.5: GPU meshing production pipeline + perf optimizations (80+ FPS) 2026-03-26 09:05:52 +01:00