From c0c9df49dc8c1864538f83d04c58c9bdac36d051 Mon Sep 17 00:00:00 2001 From: Wojtek Figat Date: Wed, 3 Sep 2025 23:21:45 +0200 Subject: [PATCH] Optimize DDGI probes update to overlap both irradiance and distance data at once --- Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp b/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp index 782f15260..a954cf31f 100644 --- a/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp +++ b/Source/Engine/Renderer/GI/DynamicDiffuseGlobalIllumination.cpp @@ -15,6 +15,7 @@ #include "Engine/Debug/DebugDraw.h" #include "Engine/Graphics/GPUContext.h" #include "Engine/Graphics/GPUDevice.h" +#include "Engine/Graphics/GPUPass.h" #include "Engine/Graphics/Graphics.h" #include "Engine/Graphics/RenderTask.h" #include "Engine/Graphics/RenderBuffers.h" @@ -618,6 +619,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont // Update probes irradiance and distance textures (one thread-group per probe) { PROFILE_GPU_CPU_NAMED("Update Probes"); + GPUComputePass pass(context); // Distance context->BindSR(0, ddgiData.Result.ProbesData);