Closed SnowWindSaveYou closed 1 year ago
Thank you! Wow, that really is a huge performance boost. Can we maybe prevent the maximum screen size by using a two (or later even three-dimensional) number of threads? And then offset by the second dimension. I will try to explain in code comments.
Thank you! Wow, that really is a huge performance boost. Can we maybe prevent the maximum screen size by using a two (or later even three-dimensional) number of threads? And then offset by the second dimension. I will try to explain in code comments.
i fixed it by using a for loop with buffersize in compute shader.
Ah nice, I would still like to try a two-dimensional number of threads though. It would remove those big numbers. I can look at it at the next opportunity
Thanks a lot for this! The whole process is a lot more performant now. I added two-dimensional thread groups and did some cleanup to align more with the other shaders.
it can improve the performance in most scenarios, but still an limitation, it can't work properly on a very large screen (e.g. 4K HUD 3840*2160) due to the buffer counts over the max thread group. but it can be fixed by split thread size into many dispatches with an index offset.
![optimized](https://user-images.githubusercontent.com/31602852/190317449-3e8771f4-4090-45c0-a6c9-56c76f0dc23b.png)