Files
UnrealEngineUWP/Engine/Shaders
rune stubbe 2c750e1101 Immediate mode patch rasterizer optimizations:
-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]
2024-01-25 14:54:04 -05:00
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