Mark off the computer shader todo

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Jared Miller 2025-12-17 14:13:51 -05:00
parent 6dcafc8f3c
commit 516b4af458
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@ -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