You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
GPU Lightmass saw a performance regression after using more of the material model for translucent shadow support. Reclaim some performance by special casing more of the material logic for the subset that GPULM needs. #rb Yujiang.Wang #preflight 609ad275ab726700013a472c [CL 16278525 by chris kulla in ue5-main branch]
31 lines
1.3 KiB
C
31 lines
1.3 KiB
C
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
#pragma once
|
|
|
|
|
|
#define PATHTRACER_MAX_RECT_TEXTURES 8
|
|
#define PATHTRACER_COHERENT_TILE_SHIFT 3
|
|
#define PATHTRACER_COHERENT_TILE_SIZE (1 << PATHTRACER_COHERENT_TILE_SHIFT)
|
|
|
|
// Constants for 'SamplerType'
|
|
#define PATHTRACER_SAMPLER_DEFAULT 0
|
|
#define PATHTRACER_SAMPLER_ERROR_DIFFUSION 1
|
|
#define PATHTRACER_SAMPLER_COHERENT 2
|
|
|
|
// Constants for the 'Flags' field of FPathTracingLight
|
|
#define PATHTRACER_FLAG_LIGHTING_CHANNEL_MASK (7 << 0) // Which lighting channel is this light assigned to?
|
|
#define PATHTRACER_FLAG_TRANSMISSION_MASK (1 << 3) // Does the light affect the transmission side?
|
|
#define PATHTRACER_FLAG_NON_INVERSE_SQUARE_FALLOFF_MASK (1 << 4) // Does the light have a non-inverse square decay?
|
|
#define PATHTRACER_FLAG_STATIONARY_MASK (1 << 5) // Only used by GPULightmass
|
|
#define PATHTRACER_FLAG_TYPE_MASK (7 << 6)
|
|
#define PATHTRACING_LIGHT_SKY (0 << 6)
|
|
#define PATHTRACING_LIGHT_DIRECTIONAL (1 << 6)
|
|
#define PATHTRACING_LIGHT_POINT (2 << 6)
|
|
#define PATHTRACING_LIGHT_SPOT (3 << 6)
|
|
#define PATHTRACING_LIGHT_RECT (4 << 6)
|
|
#define PATHTRACER_FLAG_CAST_SHADOW_MASK (1 << 9)
|
|
|
|
// Constants for the path tracer light grid
|
|
#define PATHTRACER_LIGHT_GRID_SINGULAR_MASK 0x80000000u
|
|
#define PATHTRACER_LIGHT_GRID_LIGHT_COUNT_MASK 0x7FFFFFFFu
|