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CPU performance improvements for using half edge buffers in deformer graph data interface. The half edge buffer was being uploaded per frame. Now it is stored in a resource owned by the data provider and uploaded once. This is still less than ideal. We want the resource to be owned by the skel mesh, so that it is cooked instead of created at runtime. But that is work for another day. Also test if we have any compute worker jobs before kicking off RDG graph. This allows for a fairer CPU comparison between skin cache and deformer graph. (We don't want to add RDG overhead to skin cache only work). Also added support for reordering the compute work so for optimal GPU execution. Ordering by kernel index instead of graph index allows greater overlap of work on GPU when multiple compute graphs are running. Added a per graph sort priority so that work sorting doesn't cause any setup graphs to run later than execution graphs. #preflight 63f40694977ceed915769bfe [CL 24343458 by jeremy moore in ue5-main branch]