Probe captures: capture-only forward shader (no RT/SSR/mirror/debug) + light grid #829
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sky_line/Slipstream#829
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Reflection probe captures draw with the full forward lit shader, which is register-heavy and carries features a probe face never needs.
Measured:
pr_rt_face1.51,pr_face0.67,pr_cull+pr_rt_cull1.27,pr_rt_alpha0.44,pr_patch0.38. About 2.1 ms at Firestorm-equivalent.FragRt); particles 168.A capture face is 128 px over 90 degrees (each pixel is metres wide), filtered and mip-mapped afterwards. It does not need SSR, mirrors, ray-query shadows, the debug views, TAA bias, or full per-pixel local-light loops.
Plan
It gets its own pipelines for the probe-face draws (opaque / mask / ds / alpha); the main-view forward pipelines stay as they are.
pr_cull,pr_rt_cull,pr_patch; 1.3 ms) can share the main cull's results or run at lower granularity.Measure
Registers of the new variants (
RenderVKPipelineStats); a probe image A/B (filtered cube faces) old vs new; serial A/B of thepr_*passes and the frame total on the GTX 1080 (Firestorm-equivalent and high) and the RTX 5090. Expected 1-2 ms on Pascal at high, also lower on RT cards (255 -> much less).Merged (
76fbac0ecd,264f0a6a15). GTX 1080, 4K:pr_rt_face): slim on 0.89-0.96 ms vs off 1.48 ms at high, about -0.55 ms. At Firestorm-equivalent 0.51-0.53 ms vs 1.04-1.10 ms in the baseline.The 142 registers are mostly material + sun + atmosphere code, which supports moving opaque captures to the deferred path (48-register G-buffer + #827 BASE). LL / Firestorm capture probes with their deferred pipeline. Decide after a 5090 measurement.
Still to do: probe image A/B (RT-sun shadow edge, more than 16 lights, terrain bake), the 5090 register counts, and the cluster-LOD capture draws, which still use the full FS.
Fixed in Slipstream 1.3.0 (stable): https://git.slipstreamviewer.org/sky_line/Slipstream/releases/tag/v1.3.0
If you still see this on 1.3.0, reply here and we'll reopen it.