painfully diagnosed a performance hit with vxgi from one line being commented out (and a bug from eyepos being wrong)
This commit is contained in:
parent
2afcacc9e1
commit
e35806bb04
@ -118,7 +118,7 @@
|
|||||||
"gui": true,
|
"gui": true,
|
||||||
"vsync": true, // vsync on vulkan side rather than engine-side
|
"vsync": true, // vsync on vulkan side rather than engine-side
|
||||||
"hdr": true,
|
"hdr": true,
|
||||||
"vxgi": false, // to-do: fix issues
|
"vxgi": true, // to-do: fix issues
|
||||||
"culling": false,
|
"culling": false,
|
||||||
"bloom": false,
|
"bloom": false,
|
||||||
"dof": false,
|
"dof": false,
|
||||||
|
|||||||
@ -209,7 +209,7 @@ void populateSurface() {
|
|||||||
const vec3 far3 = far4.xyz / far4.w;
|
const vec3 far3 = far4.xyz / far4.w;
|
||||||
|
|
||||||
surface.ray.direction = normalize( far3 - near3 );
|
surface.ray.direction = normalize( far3 - near3 );
|
||||||
surface.ray.origin = near3.xyz; // eyePos.xyz
|
surface.ray.origin = ubo.eyes[surface.pass].eyePos.xyz; // near3.xyz; // eyePos.xyz
|
||||||
|
|
||||||
depth = IMAGE_LOAD(samplerDepth).r;
|
depth = IMAGE_LOAD(samplerDepth).r;
|
||||||
|
|
||||||
|
|||||||
@ -1275,9 +1275,9 @@ void ext::ExtSceneBehavior::bindBuffers( uf::Object& self, uf::renderer::Graphic
|
|||||||
}
|
}
|
||||||
if ( shouldUpdate ) {
|
if ( shouldUpdate ) {
|
||||||
// graphic.updatePipelines();
|
// graphic.updatePipelines();
|
||||||
// graphic.update();
|
graphic.update();
|
||||||
renderMode.rebuild = true;
|
renderMode.rebuild = true;
|
||||||
// metadata.shader.invalidated = false;
|
metadata.shader.invalidated = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
if ( !graphic.material.hasShader(shaderType, shaderPipeline) ) {
|
if ( !graphic.material.hasShader(shaderType, shaderPipeline) ) {
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user