Soul-Engine
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Buffer Indexed Reads
TODOs in 'CameraManager.cpp'
The GPUBuffer object should have the option to intercept any read or write operations. As they are all internally represented as a 1D array, the ability to interface the data with a arbitrary pattern is useful for a good deal of things. For example, all the ray data is stored in a GPUBuffer. Memory coherency could be increased if all spatially similar indices on a 2D representation (lets say n, n+1, n+21, n+ 531, n + 532) were located next to each other in memory. Thus, bugger[0] would read a different value depending on a pattern/pre-processing step