Add Graphics::SpreadWorkload to disable graphics workloads amortization over several frames when debugging graphics perf
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@@ -493,7 +493,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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// Rasterize world geometry into Global SDF
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renderContext.View.Pass = DrawPass::GlobalSDF;
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uint32 viewMask = renderContext.View.RenderLayersMask;
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const bool useCache = !updated && !GLOBAL_SDF_DEBUG_FORCE_REDRAW;
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const bool useCache = !updated && !GLOBAL_SDF_DEBUG_FORCE_REDRAW && GPU_SPREAD_WORKLOAD;
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static_assert(GLOBAL_SDF_RASTERIZE_CHUNK_SIZE % GLOBAL_SDF_RASTERIZE_GROUP_SIZE == 0, "Invalid chunk size for Global SDF rasterization group size.");
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const int32 rasterizeChunks = Math::CeilToInt((float)resolution / (float)GLOBAL_SDF_RASTERIZE_CHUNK_SIZE);
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auto& chunks = ChunksCache;
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