Closed piellardj closed 2 months ago
Now that the map is infinite, patch size should be constant everywhere, which could allow for some optimizations in the WebGPU compute shader.
Instead of apssing the cache size as a storage struct variable:
struct LocalMapCacheBuffer { size: vec3i, data: array<u32>, };
it becomes a compile-time constant, which could directly be injected into the shader.
No longer needed since we now compute patches on CPU. Moreover, in my test this change did not improve performances.
Now that the map is infinite, patch size should be constant everywhere, which could allow for some optimizations in the WebGPU compute shader.
Instead of apssing the cache size as a storage struct variable:
it becomes a compile-time constant, which could directly be injected into the shader.