test(bench): SponzaBench harness + #40→HEAD perf measurement (#155)
Headless benchmark around the native Sponza RT scene: times setup and a measured Render() loop over the full multi-mesh atrium, prints BENCH metrics, and exits. Includes run-bench.sh and a README documenting the methodology and the measured net gain from #40 to current master. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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examples/SponzaBench/closesthit.glsl
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examples/SponzaBench/closesthit.glsl
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#version 460
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#extension GL_EXT_ray_tracing : enable
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// Benchmark closest-hit: shade from the hit's barycentric coordinates.
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// SponzaBench deliberately avoids the descriptor-heap texture sample the
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// interactive Sponza example uses — the point here is to measure the
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// ray-tracing traversal + frame-loop cost, not texturing, and a
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// texture-free hit keeps the host setup portable across library
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// revisions (issue #155).
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hitAttributeEXT vec2 hitAttrs;
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layout(location = 0) rayPayloadInEXT vec3 hitValue;
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void main() {
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vec3 bary = vec3(1.0 - hitAttrs.x - hitAttrs.y, hitAttrs.x, hitAttrs.y);
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hitValue = bary;
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}
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