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ComputeFramework: Support for unified dispatches. When a kernel supports unified dispatch it combines any subinvocations into a single dispatch invocation. This can only happen if all data interfaces support unified dispatch, and all subinvocation shaders are the same. Some data interfaces, such as skeleton, don't support this because each section keeps its own bone buffer to keep bone count to a minimum. In future we should look to change the underlying structures to support unified dispatch as much as possible, since it will be more performant. #preflight 63ed39c7514832b242bce7a7 #rb jack.cai [CL 24251753 by jeremy moore in ue5-main branch]