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- switch experiment feature off by default - do some work to make strip works
Summary of ChangesHello @gameknife, I'm Gemini Code Assist1! I'm currently reviewing this pull request and will post my feedback shortly. In the meantime, here's a summary to help you and other reviewers quickly get up to speed! This pull request significantly enhances the engine's build configuration and startup efficiency. By introducing conditional compilation for various features and libraries, it provides greater control over the engine's footprint and allows for tailored builds. The refactoring of the initialization process, coupled with detailed performance logging, aims to improve startup times and provide better insights into engine performance. These changes collectively contribute to a more robust, modular, and observable engine architecture. Highlights
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Code Review
This pull request introduces a significant architectural improvement by making several third-party dependencies optional via CMake build flags. This includes libraries like Ozz, QuickJS, KTX2, and Jolt physics. The changes are well-implemented across CMake files and C++ source using preprocessor directives. Additionally, there are several cleanups and minor refactorings, such as improving the TypeScript test code and moving renderer initialization out of the engine's constructor.
I've found a couple of issues related to correctness that should be addressed. One is a bug in the scene AABB calculation, and the other is related to fragile logic for the lazy initialization of NVIDIA Streamline due to uninitialized member variables. I've provided detailed comments and code suggestions for both.
| supportDLSS_ = true; | ||
| supportDLSSRR_ = true; |
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Hardcoding supportDLSS_ and supportDLSSRR_ to true here is problematic. It masks an underlying issue where these member variables are not initialized in the constructor, leading to indeterminate values. The actual support should be determined by LazyInit.
These lines should be removed. I will provide a corresponding suggestion in UpdateStreamline to fix the lazy-initialization logic, which will make these lines unnecessary.
| if (!supportDLSS_) return; | ||
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| StreamlineWrapper::LazyInit(device_->Handle(), instance_->Handle(), device_->PhysicalDevice(), 0, device_->ComputeFamilyIndex(), 0, device_->GraphicsFamilyIndex(), supportDLSS_, supportDLSSRR_); |
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To fix the lazy-initialization logic for Streamline, LazyInit should be called before checking supportDLSS_. This ensures that supportDLSS_ is properly initialized before its value is used. This change, combined with removing the hardcoded true values in the Start() method, will create a more robust and clearer initialization pattern.
StreamlineWrapper::LazyInit(device_->Handle(), instance_->Handle(), device_->PhysicalDevice(), 0, device_->ComputeFamilyIndex(), 0, device_->GraphicsFamilyIndex(), supportDLSS_, supportDLSSRR_);
if (!supportDLSS_) return;
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