From 516b4af458cb9e33a0c161cee9601f7fb83936f9 Mon Sep 17 00:00:00 2001 From: Jared Miller Date: Wed, 17 Dec 2025 14:13:51 -0500 Subject: [PATCH] Mark off the computer shader todo --- TODO.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/TODO.md b/TODO.md index 928bdfc..ef6e726 100644 --- a/TODO.md +++ b/TODO.md @@ -59,7 +59,7 @@ further options (if needed): - [x] increase raylib batch buffer (currently 8192 vertices = 2048 quads) - [x] GPU instancing (single draw call for all entities) - [x] SSBO instance data (12 bytes vs 64-byte matrices) -- [ ] compute shader entity updates (if raylib supports) +- [x] compute shader entity updates (raylib supports via rlgl) - [ ] compare OpenGL vs Vulkan backend findings (i5-6500T / HD 530): @@ -68,6 +68,7 @@ findings (i5-6500T / HD 530): - instancing doesn't help on integrated graphics (shared RAM, no PCIe savings) - bottleneck is memory bandwidth, not draw call overhead - rlgl batching is already near-optimal for this hardware +- compute shaders: update time ~5ms → ~0ms at 150k entities (CPU freed entirely) ## future optimization concepts