Game Engine Programming 059.4 - HLSL wave intrinsics and dealing with depth discontinuities | C++

Опубликовано: 23 Март 2026
на канале: Game Engine Series
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In this video we're going to continue optimizing the light-culling shader, where we also touch on various ways of solving the problem with false positives, as well as how to use the wave intrinsics in order to reduce interlocked function calls.
🟥(Red Episode)

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Further reading:
Wave Intrinsics: https://github.com/Microsoft/DirectXS...
Wave Programming in D3D12 and Vulkan: https://gpuopen.com/wp-content/upload...
Advancements in Tiled-Based
Compute Rendering: https://ubm-twvideo01.s3.amazonaws.co...

00:00 - intro
01:06 - explain gpu waves
05:53 - using wave intrinsics to get depth min/max
07:25 - making light buffers more compact
10:45 - explain depth discontinuity in light-culling
13:43 - pruning and sorting remaining lights
20:05 - performance comparison

keywords: graphics, renderer, lighting, light culling, directx, direct3d, hlsl

by Arash Khatami
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#PrimalEngine #GameEngineSeries #GameEngineProgramming #TheGameEngineProgrammingSeries