diff options
| author | skal <pascal.massimino@gmail.com> | 2026-05-20 22:44:44 +0200 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-05-20 23:21:59 +0200 |
| commit | a91f89c8ea15665853176c05597760d0fcf6e0df (patch) | |
| tree | e403c16de7d44dff4f1bdb37ebb5c3186b191fcf /src/3d/renderer_draw.cc | |
| parent | 5d20c892dedce7bc7486acbd72fbd35da69e413e (diff) | |
fix: code review cleanup — bugs, dead code, factorization, simplification
Bugs:
- B1: fix dead tempo debug (prev_tempo captured after assignment)
- B2: fix ReloadAssetsFromFile leak for disk-loaded assets; simplify DropAsset
- B3: fix get_free_pool_slot leak (unregister synth + free data on reuse)
- B4: volatile -> std::atomic with acquire/release in miniaudio_backend, synth
- B5: fix unaligned reads in scene_loader (memcpy-based read_f32/read_u32)
- B6: fix shader module + BGL + pipeline layout leaks in gpu.cc, pipeline_builder
Dead code:
- D1: remove unused particle_defs.h
- D3: remove create_post_process_pipeline_simple (zero callers)
- D4: remove empty gpu_draw()
- D5: remove write-only Hybrid3D::initialized_
- D6: remove legacy pending buffer path in audio.cc
Factorization:
- F1: Effect::run_fullscreen_pass() replaces boilerplate in 5 effects
- F2: particle_common.wgsl snippet, #include in 3 WGSL shaders
- F3: gpu_create_shader_module() helper, used in 3 call sites
- F5: get_world_aabb() shared between bvh.cc and physics.cc
- F6: samples_to_seconds() replaces 6 inline expressions
- F7: gpu_create_linear/nearest_sampler use SamplerCache; add nearest() preset
Simplification:
- S9+S1: WgslSamplerType param; Scene2Effect collapsed to thin wrapper
- S4: FFT heap allocs -> stack arrays (zero allocs on hot path)
- S5: ObjectType::CUBE documented as legacy alias for BOX; default changed
- S6: bind group dirty-flag in Renderer3D; remove duplicate pipeline set
- S7: create_gpu_procedural() helper in texture_manager (~80 lines removed)
37/37 tests passing.
handoff(Claude): code review batch — all items verified, no regressions.
Diffstat (limited to 'src/3d/renderer_draw.cc')
| -rw-r--r-- | src/3d/renderer_draw.cc | 20 |
1 files changed, 11 insertions, 9 deletions
diff --git a/src/3d/renderer_draw.cc b/src/3d/renderer_draw.cc index dca7113..929f261 100644 --- a/src/3d/renderer_draw.cc +++ b/src/3d/renderer_draw.cc @@ -27,8 +27,8 @@ void Renderer3D::update_uniforms(const Scene& scene, const Camera& camera, float type_id = 0.0f; switch (obj.type) { case ObjectType::SPHERE: type_id = 1.0f; break; + case ObjectType::CUBE: // fallthrough (legacy alias for BOX) case ObjectType::BOX: type_id = 2.0f; break; - case ObjectType::CUBE: type_id = 2.0f; break; // CUBE is same as BOX case ObjectType::TORUS: type_id = 3.0f; break; case ObjectType::PLANE: type_id = 4.0f; break; case ObjectType::MESH: type_id = 5.0f; break; @@ -63,7 +63,11 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, const Camera& camera, float time) { update_uniforms(scene, camera, time); - // Lazy Bind Group creation + // Recreate bind group only when textures or BVH mode change + if (!bind_group_dirty_) { + // Skip bind group rebuild — reuse existing + } else { + bind_group_dirty_ = false; if (bind_group_) wgpuBindGroupRelease(bind_group_); @@ -115,11 +119,9 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, bg_entries.push_back(e); } - // Select the correct pipeline and bind group layout - WGPURenderPipeline current_pipeline = - bvh_enabled_ ? pipeline_ : pipeline_no_bvh_; + WGPURenderPipeline cp = bvh_enabled_ ? pipeline_ : pipeline_no_bvh_; WGPUBindGroupLayout current_layout = - wgpuRenderPipelineGetBindGroupLayout(current_pipeline, 0); + wgpuRenderPipelineGetBindGroupLayout(cp, 0); WGPUBindGroupDescriptor bg_desc = {}; bg_desc.layout = current_layout; @@ -129,10 +131,10 @@ void Renderer3D::draw(WGPURenderPassEncoder pass, const Scene& scene, bind_group_ = wgpuDeviceCreateBindGroup(device_, &bg_desc); wgpuBindGroupLayoutRelease(current_layout); + } // end dirty block - wgpuRenderPassEncoderSetPipeline(pass, current_pipeline); - - wgpuRenderPassEncoderSetBindGroup(pass, 0, bind_group_, 0, nullptr); + WGPURenderPipeline current_pipeline = + bvh_enabled_ ? pipeline_ : pipeline_no_bvh_; uint32_t instance_count = (uint32_t)std::min((size_t)kMaxObjects, scene.objects.size()); |
