Optimize the depth-cloud shader when depth=0 #1729
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
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
Checklist