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