Add Graphics::SpreadWorkload to disable graphics workloads amortization over several frames when debugging graphics perf

This commit is contained in:
Wojtek Figat
2024-06-19 14:03:55 +02:00
parent 0d48ac8fc2
commit 9c161121b3
6 changed files with 24 additions and 4 deletions

View File

@@ -402,7 +402,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
bool cascadeSkipUpdate[4];
for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
{
cascadeSkipUpdate[cascadeIndex] = !clear && (ddgiData.LastFrameUsed % cascadeFrequencies[cascadeIndex]) != 0;
cascadeSkipUpdate[cascadeIndex] = !clear && (ddgiData.LastFrameUsed % cascadeFrequencies[cascadeIndex]) != 0 && GPU_SPREAD_WORKLOAD;
}
// Compute scrolling (probes are placed around camera but are scrolling to increase stability during movement)