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author | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-06-30 19:05:02 +0100 |
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committer | Dan Goodliffe <dan@randomdan.homeip.net> | 2024-06-30 19:05:05 +0100 |
commit | f83d7cc0e2f0f6558783a5f3f146c10417e9225a (patch) | |
tree | c25d723d8e9a3954b41f48c0e7e64d7a6ed8e1cd /gfx/gl/shaders/networkStraight.vs | |
parent | Fix run rules for perfs (diff) | |
download | ilt-f83d7cc0e2f0f6558783a5f3f146c10417e9225a.tar.bz2 ilt-f83d7cc0e2f0f6558783a5f3f146c10417e9225a.tar.xz ilt-f83d7cc0e2f0f6558783a5f3f146c10417e9225a.zip |
Add an InstanceVertices partition perf test
Summary:
* Given a trivially simple condition, like a bounding box, over 1
million items can be partitioned in under 3ms.
* Parallel algorithms reduce that a little but are only effective with
volumes in excess ~200k, this might be better with a more complex
condition/predicate.
Diffstat (limited to 'gfx/gl/shaders/networkStraight.vs')
0 files changed, 0 insertions, 0 deletions