ludic/packages/ludic.render3d/shaders/spv/probe.comp.spv
Orkuncakilkaya c1eb5f399f feat(render3d): compute and indirect draws on Vulkan, and tree layers culled on the GPU (opt-in)
- Device: multiDrawIndirect, drawIndirectFirstInstance and drawIndirectCount where present.
- Buffers carry storage and indirect usage; a GPU-owned buffer is never swapped under a draw.
- Compute programs from shaders/compute.list (binding 0 parameters, 1.. storage buffers),
  built by `ludic-dev shaders`; gpu_compute / gpu_dispatch / gpu_draw_mesh_indirect in gpu.ludic.
- R3D_VK_PROBE=1: a dispatch read back (OK on the RTX 3070 Ti).
- scatter_cull.comp: a tree layer's frustum test and LOD split on the GPU, with the lit, prepass,
  impostor and shadow-LOD draws reading its records. Behind R3D_GPU_CULL=1 and off by default:
  at the camp it is slower (43.0 fps against 53.3), because the frame's cost is per-draw
  descriptor sets and it adds empty-level draws. Validation-clean; OpenGL frames unchanged.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-09-15 14:19:43 +03:00

1.2 KiB