Add multi-threaded scene rendering with Job System
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@@ -239,7 +239,7 @@ void LightPass::RenderLight(RenderContextBatch& renderContextBatch, GPUTextureVi
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// Render all point lights
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for (int32 lightIndex = 0; lightIndex < mainCache->PointLights.Count(); lightIndex++)
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{
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PROFILE_GPU_CPU("Point Light");
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PROFILE_GPU_CPU_NAMED("Point Light");
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// Cache data
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auto& light = mainCache->PointLights[lightIndex];
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@@ -296,7 +296,7 @@ void LightPass::RenderLight(RenderContextBatch& renderContextBatch, GPUTextureVi
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// Render all spot lights
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for (int32 lightIndex = 0; lightIndex < mainCache->SpotLights.Count(); lightIndex++)
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{
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PROFILE_GPU_CPU("Spot Light");
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PROFILE_GPU_CPU_NAMED("Spot Light");
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// Cache data
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auto& light = mainCache->SpotLights[lightIndex];
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@@ -353,7 +353,7 @@ void LightPass::RenderLight(RenderContextBatch& renderContextBatch, GPUTextureVi
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// Render all directional lights
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for (int32 lightIndex = 0; lightIndex < mainCache->DirectionalLights.Count(); lightIndex++)
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{
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PROFILE_GPU_CPU("Directional Light");
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PROFILE_GPU_CPU_NAMED("Directional Light");
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// Cache data
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auto& light = mainCache->DirectionalLights[lightIndex];
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@@ -390,7 +390,7 @@ void LightPass::RenderLight(RenderContextBatch& renderContextBatch, GPUTextureVi
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// Render all sky lights
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for (int32 lightIndex = 0; lightIndex < mainCache->SkyLights.Count(); lightIndex++)
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{
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PROFILE_GPU_CPU("Sky Light");
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PROFILE_GPU_CPU_NAMED("Sky Light");
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// Cache data
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auto& light = mainCache->SkyLights[lightIndex];
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