Test code for gpu driven in unreal
- Support ISM
- Indirect Draw Buffer Construct
- Dynamic Indirect Draw, Filter shadows, Virtual Textures, Dithered material
- LocalVertex Factory ManualVertexFetch
- Compute Shader for Frustum Culling
- Hiz Occlusion Culling
- Calculate Lod and update indirectDraw FirstInstance
- Delete shadow variable
- Support HISM
- Construct the Cluster
- Rewrite GetDynamicElement
- Distance Culling
- HISM Lod Calculate,Support different Scalebound
Optimazation:
- Delete the Occlusion Query for HISM
- Support manual label check
- Dynamic enable and disable
- Dynamic Cluster Split
- Display culling parameters
- Support the use of different Cluster coefficients for each Instance
Test:
- IOS
- Android
Metal:
- Use FirstInstance parameters instead of creating Buffer
Opengl es:
- Support StructureBuffer
- Fix the problem that the format does not support RGBA16_SNORM when use LightMap
Vulkan:
- Unreal performance issues