DEVLOG 30 - Compute Shaders
Hi Stardance!
Intro
I’ve finally implemented compute shaders—as the title suggests—alongside conducting some tests and reorganizing the project.
Compute Shader Support
I’ve added support for compute shaders, meaning they can now be used just like any other type of pass, whether graphics or transfer.
Optimizations
I’ve also utilized compute shaders internally within the engine to speed up matrix calculations; here are the results:
With 100,000 entities using instanced rendering, I’m getting 800 FPS, up from the previous 250.
With 1,000,000 entities using instanced rendering, I’m getting around 90 FPS, up from the previous 30.
With 100,000 entities using independent draw calls, I’m getting around 90 FPS, up from the previous 30.
I’d say the results speak for themselves, and I’m quite happy with these optimizations. As mentioned in the previous devlog, testing was performed on my PC, which is equipped with a Ryzen 5 5600X and an RX 6600.
Swapchain & CMake
I also made slight modifications to the swapchain recreation code to make it faster and reduce stuttering.
Finally, I tidied up the CMakeLists file to make it more organized and prepare for the release.
The video shows a scene with 1M entities rendered in real-time using instanced draw call at 90 FPS
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