perf(render3d): mesh-shader grass dispatches each tile with its own count; not yet counted as implemented

A chunk's dispatch was sized for its largest tile, so the far tiles beside a
near one ran thousands of empty invocations: 9.8 ms of grass at 4K on an RTX
3070 Ti. One dispatch per tile, sized to that tile, brings it to 5.0 ms - still
three times the chunked path's 1.7 (36 fps against 41), so GF_MESH_GRASS is not
implemented yet and the Advanced row says a coming update.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-15 20:40:47 +03:00
parent a868378b99
commit d80786e99a
3 changed files with 23 additions and 11 deletions

View file

@ -1,9 +1,12 @@
bump: minor
type: feat
**Mesh-shader grass** — on a card with `VK_EXT_mesh_shader`, `r3d_mesh_grass(on)` draws each chunk of grass
tiles as one mesh-shader dispatch, and a blade that is culled emits no vertices at all.
**Mesh-shader grass** — on a card with `VK_EXT_mesh_shader`, `r3d_mesh_grass(on)` draws each grass tile as one
mesh-shader dispatch sized to that tile's blades, and a blade that is culled emits no vertices at all.
- **`ludic-dev shaders`** — a variant whose first file is `*.mesh` compiles that stage as a Vulkan 1.3 mesh
shader; its SPIR-V keeps the `.vert` name, so the manifest is unchanged.
- **The seam** — `gpu_has_mesh()` and `gpu_draw_mesh_tasks(x, y, z)`; a mesh program's pipeline has no
vertex input and its bindings the mesh stage. The device enables `meshShader` and `maintenance4`.
Not yet faster: at 4K on an RTX 3070 Ti the grass pass takes 5.0 ms against the chunked path's 1.7, so
`gpu_feature_implemented(GF_MESH_GRASS)` stays false and a game should not offer it as a finished setting.