]> git.nega.tv - josh/narcissus/commit
shark-shaders: Improve scatter performance
authorJoshua Simmons <josh@nega.tv>
Sat, 9 Nov 2024 16:20:06 +0000 (17:20 +0100)
committerJoshua Simmons <josh@nega.tv>
Sat, 9 Nov 2024 16:20:06 +0000 (17:20 +0100)
commit558f1fbbf3ba641090e60530cfdb8aa97951b6dd
treee50beedd3aac3cb40319c3769660d8f28287ef6f
parentd83178558b0dca500804a6729a9ec87a0c23396e
shark-shaders: Improve scatter performance

Use a bitmap in LDS to represent sparse scattered tiles. We can write
arbitrary geometry into the bitmap (e.g. lines) and then count and emit
to vram.

This improves performance from ~600us to ~300us on my 6800, and allows
us to handle line geometry in the future without a large performance
hit.
title/shark-shaders/shaders/draw_2d_bin_1_scatter.comp