Optimize DDGI probes update to overlap both irradiance and distance data at once

This commit is contained in:
Wojtek Figat
2025-09-03 23:21:45 +02:00
parent 80de56f469
commit c0c9df49dc

View File

@@ -15,6 +15,7 @@
#include "Engine/Debug/DebugDraw.h"
#include "Engine/Graphics/GPUContext.h"
#include "Engine/Graphics/GPUDevice.h"
#include "Engine/Graphics/GPUPass.h"
#include "Engine/Graphics/Graphics.h"
#include "Engine/Graphics/RenderTask.h"
#include "Engine/Graphics/RenderBuffers.h"
@@ -618,6 +619,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
// Update probes irradiance and distance textures (one thread-group per probe)
{
PROFILE_GPU_CPU_NAMED("Update Probes");
GPUComputePass pass(context);
// Distance
context->BindSR(0, ddgiData.Result.ProbesData);