Files
UnrealEngineUWP/Engine/Shaders/Shared
rune stubbe 8f5d2cb742 Optimizations for non-persistent culling
-Node passes now update indirect args for the next node pass directly, so there no longer needs to be a compute pass to set up the indirect args between node passes
-Removed barriers and state updates that are not necessary for non-persistent path
-Non-persistent path now uses a temporary allocation for MainAndPostNodesAndClusterBatchesBuffer intead of a persistent one

Misc
-Use MAX_OCCUPANCY on culling shaders
-Added DISABLE_TARGET_OCCUPANCY_WARNING to disable warnings when target occupancy cannot be achieved

#rb Ola.Olsson
[FYI] brian.karis, jamie.hayes, graham.wihlidal

[CL 30014428 by rune stubbe in ue5-main branch]
2023-11-30 09:54:37 -05:00
..
2023-09-07 20:32:42 -04:00