Optimize the depth-cloud shader when depth=0#1729
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depth=0 is a degenerate case that causes a 1440x1920 depth-map from #1538 take 75ms (!) on my M1 MacBook Pro. With this fix this goes down to 15 ms However, if we zoom out a lot, so that the depth point cloud covers a very small part of the screen, the slowness returns. I suspect this is a GPU binning problem of some sort, where too many points in too small of a screen area causes performence issues.
emilk
commented
Mar 28, 2023
teh-cmc
approved these changes
Mar 29, 2023
Wumpf
approved these changes
Mar 29, 2023
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depth=0 is a degenerate case that causes a 1440x1920 depth-map from #1538 take 75ms (!) on my M1 MacBook Pro. With this fix this goes down to 15 ms.
However, if we zoom out a lot, so that the depth point cloud covers a very small part of the screen, the slowness returns.
I suspect this is a GPU binning problem of some sort, where too many points in too small of a screen area causes performance issues. So a proper fix probably needs to involve some sort of LOD:ing. Issue filed: #1730
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