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