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# Objective _If I understand it correctly_, we were checking mesh visibility, as well as re-rendering point and spot light shadow maps for each view. This makes it so that M views and N lights produce M x N complexity. This PR aims to fix that, as well as introduce a stress test for this specific scenario. ## Solution - Keep track of what lights have already had mesh visibility calculated and do not calculate it again; - Reuse shadow depth textures and attachments across all views, and only render shadow maps for the _first_ time a light is encountered on a view; - Directional lights remain unaltered, since their shadow map cascades are view-dependent; - Add a new `many_cameras_lights` stress test example to verify the solution ## Showcase 110% speed up on the stress test 83% reduction of memory usage in stress test ### Before (5.35 FPS on stress test) <img width="1392" alt="Screenshot 2024-09-11 at 12 25 57" src="https://github.com/user-attachments/assets/136b0785-e9a4-44df-9a22-f99cc465e126"> ### After (11.34 FPS on stress test) <img width="1392" alt="Screenshot 2024-09-11 at 12 24 35" src="https://github.com/user-attachments/assets/b8dd858f-5e19-467f-8344-2b46ca039630"> ## Testing - Did you test these changes? If so, how? - On my game project where I have two cameras, and many shadow casting lights I managed to get pretty much double the FPS. - Also included a stress test, see the comparison above - Are there any parts that need more testing? - Yes, I would like help verifying that this fix is indeed correct, and that we were really re-rendering the shadow maps by mistake and it's indeed okay to not do that - How can other people (reviewers) test your changes? Is there anything specific they need to know? - Run the `many_cameras_lights` example - On the `main` branch, cherry pick the commit with the example (`git cherry-pick --no-commit 1ed4ace01`) and run it - If relevant, what platforms did you test these changes on, and are there any important ones you can't test? - macOS --------- Co-authored-by: François Mockers <francois.mockers@vleue.com> |
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