GI shade and RT reflections: hit/miss compaction and a material/lighting split #1036
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sky_line/Slipstream#1036
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Follow-up to #1031. After the GI split, the GI SHADE stage is the heaviest at 212 registers (1.15 ms on an RTX 5090). It runs the miss path (sky + probe far field), material evaluation (rtSurfaceEval, ~40-float surface), the weather coat and the lighting (rtShadeHit, including a shadow ray) in one kernel. The RT reflections (~1.36 ms) use the same rtSurfaceEval / rtShadeHit.
Done when: each new kernel is well under the current register counts (target ~128), the image is unchanged, and GI shade + reflection GPU timers drop at the same scene.
Fixed in 1.5.0 Beta 1 (
7b6b7b99c4). Reopen if you still see it.