branchrust_reboot/main/render_pipeline_testing/deferred_lighting_optimizationscancel

8 Commits over 0 Days - Infinitycph!

17 Days Ago
Reduced the number of shadow map samples during the blocker search and added an early out for fragments with no blockers to avoid the PCF loop
19 Days Ago
Changing back to having the shadow sampling loops unrolled
20 Days Ago
Merge from render_pipeline_testing
20 Days Ago
- Changed the NGSS shadow sampling code to keep the loops rolled to prevent register pressure. - Moved the poisson disk arrays to the CPU and passed them in to the GPU as a constant buffer to prevent them from taking up register space. - Reduced the amount of data needed per AdditionalShadowData element to reduce register usage during the shadow sampling process.
20 Days Ago
Fixed the Forward+ shadow and attenuation for directional lights
20 Days Ago
Fixed the light attenuation for the Forward+ path
20 Days Ago
Removed the GetAdditonalLight method, as that causes register pressure by returning a struct of light data that isn't needed right away in the shader
20 Days Ago
Changed from Array of Structs to Struct of Arrays for the additional light data in the Deferred+ lighting shader to reduce register pressure