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Optimize divergent execution of the anisotropic GGX
Optimize divergent execution of the anisotropic GGX
If the tile has any pixels with anisotropic GGX, we evaluate the entire tile with anisotropic GGX rather than first evaluating pixels with anisotropic GGX and then pixels with isotropic GGX. Before ; --- Statistics for Deferred.compute on GCN (Pitcairn) --- ; SGPRs: 92 out of 104 used ; VGPRs: 128 out of 256 used ; LDS: 0 out of 32768 bytes used ; 0 bytes scratch space used ; Instructions: 2676 ALU, 183 Control Flow, 50 TFETCH After ; --- Statistics for Deferred.compute on GCN (Pitcairn) --- ; SGPRs: 94 out of 104 used ; VGPRs: 128 out of 256 used ; LDS: 0 out of 32768 bytes used ; 0 bytes scratch space used ; Instructions: 2583 ALU, 183 Control Flow, 50 TFETCH/main
Evgenii Golubev
7 年前
当前提交
f3c7dd5c
共有 2 个文件被更改,包括 62 次插入 和 21 次删除
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23ScriptableRenderPipeline/Core/ShaderLibrary/Common.hlsl
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60ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.hlsl
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