Refactor _scene_cull()
to use two stages
#74118
Closed
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Splits it into a filter stage (where >99% of runtime is spent) and a binning stage. A followup patch converts the binning stage (which is very prone to race conditions, see #71705 ) to single-threaded so that just the filter stage is multithreaded, greatly simplifying the culling code and removing the need to keep track of a local
InstanceCullResult
in each thread.This also opens the doors for potentially adding an option to turn off filtering altogether (resulting in no culling), making it easier to detect culling regressions.
I've also observed a slight increase in culling performance (going from 1 -> 2 threads results in an average of 1.3x speedup rather than 1.2x), although obviously YMMV.
Required for converting
_scene_cull()
to use parallelforeach()
: #78016Required for occlusion soft-culling: #76297