Optimize RenderForwardClustered::_setup_render_pass_uniform_set by reducing Vector allocations during push_back operations
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Rémi Verschelde
parent
893bbdfde8
commit
d9ef826c54
@ -464,7 +464,8 @@ void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uin
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if (use_mips) {
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// Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared.
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// This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame.
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Vector<RD::Uniform> u_depths;
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thread_local LocalVector<RD::Uniform> u_depths;
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u_depths.clear();
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// Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips.
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// That means we're filling all 5 levels.
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