[rendering] Emissive light build: incremental / amortised cell rebuild and a coarser grid for weak emitters #1006
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sky_line/Slipstream#1006
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At a busy party (RTX 5090, ReSTIR DI 3, emissive on):
c_rs_emissive= 4.1 ms/frame on the async lighting chain's head (graphics waits for it), while every other emissive sub-timer sums to ~0.35 ms. It is mode 7 of the emissive build (llcleanprojstochvk.cpp~663-681): the per-world-grid-cell gather of candidate emitting triangles, every level x every cell, every frame -- independent of screen resolution (half-res signals left it unchanged). Scene: 62 emitters, 12.2k emissive triangles live (cap 16384), 3841 cells with emitting triangles.Emissive light is mostly soft and weak, so it tolerates being a little stale in time.
Do all three
Keep the look (A/B with the full rebuild); stats/timers for dirty cells, re-gathered cells/frame, staleness; a setting to force the full rebuild for comparison.