Dynamic GPU memory allocation for extracted surfaces
Nobody has claimed this yet.
- Dominant language
- Rust
- Stars
- 202
- Forks
- 22
- Avg merge
- 6h 8m
- Merged PRs (30d)
- 7
Description
We currently allocate a hardcoded number (4096) of worst-case sized slots for extracted surfaces. This makes inefficient use of memory, putting us uncomfortably close to storage buffer range limits, and gets much worse as chunk size increases. If we hand off metadata to the CPU after surface extraction, we could maintain only a small temporary buffer for worst-case surface extraction results, and more efficiently pack the main buffer using an allocator data structure on the CPU. This would also simplify #51 as the CPU could track the number of vertices in each surface, allowing it to construct indirect draw commands itself.
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
The issue names no files, tests, or entry points. Start by locating the extracted-surface buffers and the CPU/GPU handoff described here, then resolve the allocator design and its relationship to #51. Done should include bounded temporary extraction storage, packed main-buffer allocation, and CPU construction of indirect draw commands.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- computer-graphics, game-dev
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100