Optimize floatX with halfX, uint16, uint8, etc. in shaders
Open
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GSL
improvement
- Dominant language
- C++
- Stars
- 35
- Forks
- 6
- PR merge metrics
- No merged PRs in 30d
Description
Use half precision floats where possible in shaders. Shaders that are heavy on bandwidth and arithmetic but don’t require super‑high precision. All modern GPUs support half floats, even GTX 660.
Potential candidates: Bloom, Blur, AO, SSR, etc.
Contributor guide
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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
Begin by locating the shader sources for the listed Bloom, Blur, AO, and SSR passes. Review which calculations can use half precision without requiring high precision, then verify that the selected passes retain expected visual output and improve bandwidth or arithmetic cost.
Written by the indexing model from the issue text.
Assessment
- Domain
- computer-graphics, game-dev, performance
- Issue type
- Refactor
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 35/100