Optimize thread group size for DDGI trace rays compute shader
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@@ -18,7 +18,6 @@
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// This must match C++
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#define DDGI_TRACE_RAYS_LIMIT 256 // Limit of rays per-probe (runtime value can be smaller)
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#define DDGI_TRACE_RAYS_GROUP_SIZE_X 32
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#define DDGI_PROBE_UPDATE_BORDERS_GROUP_SIZE 8
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#define DDGI_PROBE_CLASSIFY_GROUP_SIZE 32
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@@ -151,7 +150,11 @@ TextureCube Skybox : register(t7);
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// Compute shader for tracing rays for probes using Global SDF and Global Surface Atlas.
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META_CS(true, FEATURE_LEVEL_SM5)
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[numthreads(DDGI_TRACE_RAYS_GROUP_SIZE_X, 1, 1)]
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META_PERMUTATION_1(DDGI_TRACE_RAYS_COUNT=96)
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META_PERMUTATION_1(DDGI_TRACE_RAYS_COUNT=128)
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META_PERMUTATION_1(DDGI_TRACE_RAYS_COUNT=192)
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META_PERMUTATION_1(DDGI_TRACE_RAYS_COUNT=256)
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[numthreads(DDGI_TRACE_RAYS_COUNT, 1, 1)]
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void CS_TraceRays(uint3 DispatchThreadId : SV_DispatchThreadID)
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{
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uint rayIndex = DispatchThreadId.x;
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