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| author | skal <pascal.massimino@gmail.com> | 2026-02-06 02:14:30 +0100 |
|---|---|---|
| committer | skal <pascal.massimino@gmail.com> | 2026-02-06 02:14:30 +0100 |
| commit | 75bdd2f8c17169422d175ed2d9dfceb9acb0fe77 (patch) | |
| tree | 9a08a9cc1527c36d10cad71b34ab8ffa64c9cef0 /src/tests/test_3d_render.cc | |
| parent | ae4b03ef6f5ef07dcc80affd6877d17fceee7d29 (diff) | |
refactor(gpu): Implement compile-time BVH toggle via shader composition
Completed Task #18-B optimization and refactoring.
- Replaced runtime branching in shader with compile-time snippet substitution in ShaderComposer.
- Added 'scene_query_bvh.wgsl' and 'scene_query_linear.wgsl' as distinct snippets.
- Refactored Renderer3D to manage two separate pipelines (with and without BVH).
- Updated ShaderComposer to support snippet substitution during composition.
- Verified both paths with test_3d_render (default and --no-bvh).
- Removed temporary shader hacks and cleaned up renderer_3d.wgsl.
Diffstat (limited to 'src/tests/test_3d_render.cc')
| -rw-r--r-- | src/tests/test_3d_render.cc | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/tests/test_3d_render.cc b/src/tests/test_3d_render.cc index 8b2b2c1..f8bbaa7 100644 --- a/src/tests/test_3d_render.cc +++ b/src/tests/test_3d_render.cc @@ -184,7 +184,7 @@ int main(int argc, char** argv) { Renderer3D::SetDebugEnabled(true); } if (strcmp(argv[i], "--no-bvh") == 0) { - Renderer3D::SetBvhEnabled(false); + g_renderer.SetBvhEnabled(false); } } #else |
