From 75bdd2f8c17169422d175ed2d9dfceb9acb0fe77 Mon Sep 17 00:00:00 2001 From: skal Date: Fri, 6 Feb 2026 02:14:30 +0100 Subject: 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. --- src/tests/test_3d_physics.cc | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src/tests/test_3d_physics.cc') diff --git a/src/tests/test_3d_physics.cc b/src/tests/test_3d_physics.cc index 010d245..0dfe1ce 100644 --- a/src/tests/test_3d_physics.cc +++ b/src/tests/test_3d_physics.cc @@ -195,7 +195,7 @@ int main(int argc, char** argv) { Renderer3D::SetDebugEnabled(true); } if (strcmp(argv[i], "--no-bvh") == 0) { - Renderer3D::SetBvhEnabled(false); + g_renderer.SetBvhEnabled(false); } } #else -- cgit v1.2.3