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| author | skal <pascal.massimino@gmail.com> | 2026-02-06 01:38:51 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 01:38:51 +0100 |
| commit | ae4b03ef6f5ef07dcc80affd6877d17fceee7d29 (patch) | |
| tree | ab57453a320c90c76eeda3ca291e382ec6413a86 /assets/final/shaders/renderer_3d.wgsl | |
| parent | 3581fa88300f0208c83f0f687b18479979dad035 (diff) | |
feat(perf): Add toggle for GPU BVH and fix fallback
Completed Task #18-B.
- Implemented GPU-side BVH traversal for scene queries, improving performance.
- Added a --no-bvh command-line flag to disable the feature for debugging and performance comparison.
- Fixed a shader compilation issue where the non-BVH fallback path failed to render objects.
Diffstat (limited to 'assets/final/shaders/renderer_3d.wgsl')
| -rw-r--r-- | assets/final/shaders/renderer_3d.wgsl | 15 |
1 files changed, 12 insertions, 3 deletions
diff --git a/assets/final/shaders/renderer_3d.wgsl b/assets/final/shaders/renderer_3d.wgsl index b39525d..723aeb0 100644 --- a/assets/final/shaders/renderer_3d.wgsl +++ b/assets/final/shaders/renderer_3d.wgsl @@ -2,9 +2,18 @@ @group(0) @binding(0) var<uniform> globals: GlobalUniforms; @group(0) @binding(1) var<storage, read> object_data: ObjectsBuffer; -@group(0) @binding(2) var noise_tex: texture_2d<f32>; -@group(0) @binding(3) var noise_sampler: sampler; -@group(0) @binding(4) var sky_tex: texture_2d<f32>; + +struct BVHNode { + min: vec3<f32>, + left_idx: i32, + max: vec3<f32>, + obj_idx_or_right: i32, +}; +@group(0) @binding(2) var<storage, read> bvh_nodes: array<BVHNode>; + +@group(0) @binding(3) var noise_tex: texture_2d<f32>; +@group(0) @binding(4) var noise_sampler: sampler; +@group(0) @binding(5) var sky_tex: texture_2d<f32>; struct VertexOutput { @builtin(position) position: vec4<f32>, |
