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Optimize clustered lighting shaders compilation time on Windows platform #5012

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merged 2 commits into from
Jan 27, 2023

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mvaligursky
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@mvaligursky mvaligursky commented Jan 27, 2023

  • using A8 instead of RGBA8 texture format to store light indices, which means a single texel stores a single light index, instead of 4. This allows the inner loop over 4 lights per pixel to be removed. Measured compilation speedup of 30-40% on Windows, both with and without area lights.
  • small refactor of texture to allow WebGPU support for A8 texture.

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@willeastcott willeastcott left a comment

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This is incredible. Awesome speedup! 🏃

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