Cubyz icon indicating copy to clipboard operation
Cubyz copied to clipboard

GPU-driven Rendering Goals

Open IntegratedQuantum opened this issue 1 year ago • 5 comments

  • [x] Use glMultiDrawIndirect
  • [ ] Transparency Sorting on the GPU
  • [x] Backface culling on the GPU
  • [ ] Calculate the visibilityMask on the GPU
  • [x] #174

IntegratedQuantum avatar Jun 02 '24 10:06 IntegratedQuantum

Latest Mac build as of now:

OpenGL Shader Compiler error: 0:1(10): error: GLSL 4.60 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 4.00, 4.10, 4.20, 4.30, 4.40, 4.50, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES
Error compiling shader assets/cubyz/shaders/chunks/chunk_vertex.vs:
0:1(10): error: GLSL 4.60 is not supported. Supported versions are: 1.10, 1.20, 1.30, 1.40, 1.50, 3.30, 4.00, 4.10, 4.20, 4.30, 4.40, 4.50, 1.00 ES, 3.00 ES, 3.10 ES, and 3.20 ES

archbirdplus avatar Jun 02 '24 20:06 archbirdplus

Actually, it does work when setting MESA_GLSL_VERSION_OVERRIDE. However, it does bring up frame time from 150 to 160 (I don't have accurate measurements).

archbirdplus avatar Jun 02 '24 21:06 archbirdplus

However, it does bring up frame time from 150 to 160

Is that worse than what you had before?

I don't have accurate measurements

You can make accurate measurements if you stay at the spawn location, don't rotate your camera and wait until all terrain is generated.

IntegratedQuantum avatar Jun 03 '24 08:06 IntegratedQuantum

The data is just too noisy. Perhaps there should be a global option to take a running average of the measurements?

archbirdplus avatar Jun 03 '24 15:06 archbirdplus

I guess it wouldn't be too difficult to add an average into the frame-time graph

IntegratedQuantum avatar Jun 03 '24 17:06 IntegratedQuantum