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- Subresource state tracking manipulates less data by always using pointers instead of copying full states. - Offloaded pooled texture / buffer allocations to an async task. - Removed dependency between pooled resource allocations and collecting resource barriers. The 'finalize' phase now gathers both first and last barriers for a resource. - Refactors RDG allocator implementation to make things simpler. - Moved async tasks within RDG to use the setup task API. - Moved culling into the async setup queue. [CL 30774932 by zach bethel in ue5-main branch]