Revert "ifcviewer: same-frame HiZ occlusion cull on GPU (step 3d)"

This reverts commit 9a7a48944f4b62f9ca431149139eb846229f6114.
This commit is contained in:
Dion Moult
2026-04-17 18:34:01 +10:00
parent fc89ffeb19
commit 3c5c8e44cb
3 changed files with 45 additions and 304 deletions
+1 -6
View File
@@ -803,12 +803,7 @@ single giant model / <18 cores CPU BVH trv Phase 3E GPU cull (plann
pixel radius and routes to LOD1 bucket when below threshold.
Per-mesh `has_lod1` flags SSBO. 4 buckets per mesh (fwd/rev ×
LOD0/LOD1), 4M commands total, 2 MDIs per model.
- [x] 3d: same-frame HiZ — two-phase dispatch: phase 1 (no HiZ)
drives a depth-only pre-pass, GPU max-reduce builds HiZ
pyramid, phase 2 (with HiZ) produces final survivors.
Occlusion halves survivors on dense interiors. Depth
pre-pass has same CP overhead as color pass (690k empty
sub-draws); cost dominated by MDI command processing.
- [ ] 3d: HiZ with same-frame depth pre-pass
- [ ] MDI compaction — compact non-empty commands into contiguous
buffer, use `glMultiDrawElementsIndirectCount` (GL 4.6 /
`ARB_indirect_parameters`). Deferred until all feature buckets