Shader optimizations
This commit is contained in:
@ -52,6 +52,8 @@ struct StackEntry
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int nodeIndex;
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int nodeIndex;
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float3 center;
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float3 center;
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float halfSize;
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float halfSize;
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float entry;
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float exit;
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};
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};
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// Buffers
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// Buffers
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@ -167,6 +169,9 @@ void CSMain(uint3 id : SV_DispatchThreadID)
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root.nodeIndex = rootIndex;
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root.nodeIndex = rootIndex;
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root.center = rootCenter;
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root.center = rootCenter;
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root.halfSize = rootHalfSize;
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root.halfSize = rootHalfSize;
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if (IntersectAABB_fast(rootCenter, rootHalfSize, b.origin, r.direction, invDir, root.entry, root.exit))
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{
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stack[sp++] = root;
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stack[sp++] = root;
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bool hasHit = false;
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bool hasHit = false;
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@ -180,17 +185,14 @@ void CSMain(uint3 id : SV_DispatchThreadID)
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LinearNode n = nodes[e.nodeIndex];
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LinearNode n = nodes[e.nodeIndex];
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float tEntry, tExit;
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if (!IntersectAABB_fast(e.center, e.halfSize, b.origin, r.direction, invDir, tEntry, tExit)) continue;
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// prune with current best
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// prune with current best
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if (tEntry >= outHit.maxDistance) continue;
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if (e.entry >= outHit.maxDistance) continue;
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if (n.isLeaf == 1u)
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if (n.isLeaf == 1u)
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{
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{
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if (n.isOccupied == 1u)
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if (n.isOccupied == 1u)
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{
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{
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float tHit = max(tEntry, 0.0);
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float tHit = max(e.entry, 0.0);
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if (tHit < outHit.maxDistance)
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if (tHit < outHit.maxDistance)
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{
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{
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// found a closer hit — commit minimal info, defer heavy ops
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// found a closer hit — commit minimal info, defer heavy ops
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@ -202,12 +204,13 @@ void CSMain(uint3 id : SV_DispatchThreadID)
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continue;
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continue;
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}
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}
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// Non-leaf: gather children that intersect and their tEntry (small array)
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// Non-leaf: gather children that intersect and their entry (small array)
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uint childMask = n.childMask;
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uint childMask = n.childMask;
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// small local arrays
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// small local arrays
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float childT[8];
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int childIdx[8];
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int childIdx[8];
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float3 childCenter[8];
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float3 childCenter[8];
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float childEntry[8];
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float childExit[8];
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int childCount = 0;
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int childCount = 0;
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@ -228,14 +231,14 @@ void CSMain(uint3 id : SV_DispatchThreadID)
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float3 cCenter = e.center + offsetVec;
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float3 cCenter = e.center + offsetVec;
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// pretest intersection with child AABB to get tEntry
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// pretest intersection with child AABB to get tEntry
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float ctEntry, ctExit;
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if (!IntersectAABB_fast(cCenter, childHalf, b.origin, r.direction, invDir, e.entry, e.exit)) continue;
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if (!IntersectAABB_fast(cCenter, childHalf, b.origin, r.direction, invDir, ctEntry, ctExit)) continue;
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if (e.entry >= outHit.maxDistance) continue; // prune child if already farther than best hit
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if (ctEntry >= outHit.maxDistance) continue; // prune child if already farther than best hit
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// store for near-first push
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// store for near-first push
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childT[childCount] = ctEntry;
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childIdx[childCount] = cIndex;
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childIdx[childCount] = cIndex;
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childCenter[childCount] = cCenter;
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childCenter[childCount] = cCenter;
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childEntry[childCount] = e.entry;
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childExit[childCount] = e.exit;
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// temporarily store center and half? we recompute on push
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// temporarily store center and half? we recompute on push
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childCount++;
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childCount++;
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}
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}
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@ -243,30 +246,36 @@ void CSMain(uint3 id : SV_DispatchThreadID)
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// sort children by childT ascending (insertion sort on at most 8 elements)
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// sort children by childT ascending (insertion sort on at most 8 elements)
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for (int a = 1; a < childCount; ++a)
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for (int a = 1; a < childCount; ++a)
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{
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{
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float keyT = childT[a];
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int keyIdx = childIdx[a];
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int keyIdx = childIdx[a];
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float3 keyCenter = childCenter[a];
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float3 keyCenter = childCenter[a];
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float keyEntry = childEntry[a];
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float keyExit = childExit[a];
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int j = a - 1;
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int j = a - 1;
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while (j >= 0 && childT[j] > keyT) {
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while (j >= 0 && childEntry[j] > keyEntry) {
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childT[j+1] = childT[j];
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childIdx[j+1] = childIdx[j];
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childIdx[j+1] = childIdx[j];
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childCenter[j+1] = childCenter[j];
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childCenter[j+1] = childCenter[j];
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childEntry[j+1] = childEntry[j];
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childExit[j+1] = childExit[j];
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j--;
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j--;
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}
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}
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childT[j+1] = keyT;
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childIdx[j+1] = keyIdx;
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childIdx[j+1] = keyIdx;
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childCenter[j+1] = keyCenter;
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childCenter[j+1] = keyCenter;
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childEntry[j+1] = keyEntry;
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childExit[j+1] = keyExit;
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}
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}
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StackEntry childEntry;
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StackEntry nextChildEntry;
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// push children in reverse order (so the nearest is popped first) if stack has room
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// push children in reverse order (so the nearest is popped first) if stack has room
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for (int c = childCount - 1; c >= 0; --c)
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for (int c = childCount - 1; c >= 0; --c)
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{
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{
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// push
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// push
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childEntry.nodeIndex = childIdx[c];
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nextChildEntry.nodeIndex = childIdx[c];
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childEntry.center = childCenter[c];
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nextChildEntry.center = childCenter[c];
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childEntry.halfSize = childHalf;
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nextChildEntry.halfSize = childHalf;
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stack[sp++] = childEntry;
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nextChildEntry.entry = childEntry[c];
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nextChildEntry.exit = childExit[c];
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stack[sp++] = nextChildEntry;
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}
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}
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}
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}
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@ -288,4 +297,5 @@ void CSMain(uint3 id : SV_DispatchThreadID)
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hits.Append(outHit);
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hits.Append(outHit);
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}
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}
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}
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}
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}
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}
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}
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@ -24,7 +24,7 @@ public class Player : MonoBehaviour
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VoxelRaycastGPU.Ray[] rays = new VoxelRaycastGPU.Ray[rayCount];
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VoxelRaycastGPU.Ray[] rays = new VoxelRaycastGPU.Ray[rayCount];
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FillRaysArray(rays);
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FillRaysArray(rays);
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voxelManager.gpuRayCaster.Init(rayCount, rays, 3);
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voxelManager.gpuRayCaster.Init(rayCount, rays, 5);
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}
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}
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void Cast( ref VoxelRaycastGPU.BatchData[] batchData, int batchCount, int iIteration )
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void Cast( ref VoxelRaycastGPU.BatchData[] batchData, int batchCount, int iIteration )
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@ -95,6 +95,7 @@ public class VoxelRaycastGpuManager
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countBuffer.GetData(countArr);
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countBuffer.GetData(countArr);
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currentCount = countArr[0];
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currentCount = countArr[0];
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/**
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sw.Stop();
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sw.Stop();
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VoxelRaycastGPU.BatchData[] hits = new VoxelRaycastGPU.BatchData[currentCount];
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VoxelRaycastGPU.BatchData[] hits = new VoxelRaycastGPU.BatchData[currentCount];
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@ -107,6 +108,7 @@ public class VoxelRaycastGpuManager
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}
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}
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sw.Start();
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sw.Start();
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*/
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iteration++;
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iteration++;
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