Optimize probes count multiplication in DDGI shader

This commit is contained in:
Wojtek Figat
2024-07-03 08:51:58 +02:00
parent 6fbf4a6aac
commit 00a9c48fec
2 changed files with 6 additions and 5 deletions

View File

@@ -46,7 +46,8 @@ GPU_CB_STRUCT(Data0 {
GlobalSignDistanceFieldPass::ConstantsData GlobalSDF;
GlobalSurfaceAtlasPass::ConstantsData GlobalSurfaceAtlas;
ShaderGBufferData GBuffer;
Float2 Padding0;
float Padding0;
uint32 ProbesCount;
float ResetBlend;
float TemporalTime;
Int4 ProbeScrollClears[4];
@@ -475,6 +476,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
data.DDGI = ddgiData.Result.Constants;
data.GlobalSDF = bindingDataSDF.Constants;
data.GlobalSurfaceAtlas = bindingDataSurfaceAtlas.Constants;
data.ProbesCount = data.DDGI.ProbesCounts[0] * data.DDGI.ProbesCounts[1] * data.DDGI.ProbesCounts[2];
data.ResetBlend = clear ? 1.0f : 0.0f;
for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
{