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-Implemented vertex caching to evaluate ~1 vertex per triangle instead of 3 -Separate immediate mode tessellation table that is constrained to one vert + one tri per lane -Disable material range merging in raster binning, so UVDensities can be made scalar in immediate mode rasterizer -Use wide LDS loads instead of permutes for some properties to reduce DS pressure Patch rasterizer optimizations: -Reduced max tess factor from 16 to 14 to increase occupancy of patch rasterizer -Move UVDensities to per-patch work in patch rasterizer Packed FTessellatedPatch data to fit in fewer registers to reduce VGPR/DS pressure Added debug code to output SVG of tessellation pattern #jira UE-197833 #rb brian.karis [FYI] graham.wihlidal, jamie.hayes [CL 30896683 by rune stubbe in ue5-main branch]