Various optimizations
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@@ -770,7 +770,6 @@ void DrawEmitterGPU(RenderContext& renderContext, ParticleBuffer* buffer, DrawCa
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context->BindCB(0, GPUParticlesSortingCB);
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context->BindSR(0, buffer->GPU.Buffer->View());
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context->BindUA(0, buffer->GPU.SortingKeysBuffer->View());
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// TODO: optimize it by using DispatchIndirect with shared invoke args generated after particles update
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const int32 threadGroupSize = 1024;
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context->Dispatch(GPUParticlesSortingCS[permutationIndex], Math::DivideAndRoundUp(buffer->GPU.ParticlesCountMax, threadGroupSize), 1, 1);
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