[HdSt] Enhance the current implementation of batching in HdSt #528
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Outdated suggestions cannot be applied.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.
With the current aggregation strategy, there is a chance to end up with one batch per draw item, which could affect rendering performance.
For example, if you have a scene with many draw items, the draw items could map onto the same batchMap key which alternate into multiple different aggregated buffers.
This PR provides managing multiple aggregated buffers for each batchMap key to reduce the number of draw batches.
The test scene has
and everything is static with an animated camera.
The current implementation generated
and it attempted to append a batch 3 times.
This PR generated
and it attempted to append a batch 11,319 times.
The batchMap had 3 keys and the depth of each key's vector was 1, 5, and 1.
The test scene was able to be rendered upto 10fps performance improvement.