improving rasterization performances
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@@ -35,7 +35,7 @@ pub fn runWrapper(data: RunData) void {
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inline fn run(data: RunData) !void {
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const shader = data.pipeline.stages.getPtrAssertContains(.vertex);
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const rt = &shader.runtimes[data.batch_id];
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const rt = &shader.runtimes[data.batch_id].rt;
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try rt.populatePushConstants(data.draw_call.renderer.state.push_constant_blob[0..]);
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const entry = try rt.getEntryPointByName(shader.entry);
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@@ -79,19 +79,6 @@ inline fn run(data: RunData) !void {
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const output: *Renderer.Vertex = &data.draw_call.vertices[(data.instance_index * data.vertex_count) + invocation_index];
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try rt.readBuiltIn(std.mem.asBytes(&output.position), .Position);
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if (invocation_index == 0) {
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const io = data.draw_call.renderer.device.interface.io();
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const file = try std.Io.Dir.cwd().createFile(
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io,
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"vertex_result_table_dump.txt",
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.{ .truncate = true },
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);
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defer file.close(io);
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var buffer = [_]u8{0} ** 1024;
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var writer = file.writer(io, buffer[0..]);
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try rt.dumpResultsTable(data.allocator, &writer.interface);
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}
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for (0..spv.SPIRV_MAX_OUTPUT_LOCATIONS) |location| {
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const result_word = rt.getResultByLocation(@intCast(location), .output) catch |err| switch (err) {
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SpvRuntimeError.NotFound => continue,
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