Fix integer underflow when rounding up in VoxelGI
The code wanted to divide and round up:
- 0 / 64 = 0
- 63 / 64 = 1
- 64 / 64 = 1
- 65 / 64 = 2
However when the dividend was exactly 0 it would underflow and produce
67108864 instead.
This caused TDRs on empty scenes or extremely slow performance
Fix #80286
(cherry picked from commit e783e32108
)
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@ -2966,7 +2966,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
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push_constant.cell_offset = mipmaps[i].cell_offset;
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push_constant.cell_count = mipmaps[i].cell_count;
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int64_t wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
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int64_t wg_todo = (mipmaps[i].cell_count + wg_size - 1) / wg_size;
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while (wg_todo) {
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int64_t wg_count = MIN(wg_todo, wg_limit_x);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant));
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@ -2987,7 +2987,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
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push_constant.cell_offset = mipmaps[i].cell_offset;
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push_constant.cell_count = mipmaps[i].cell_count;
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int64_t wg_todo = (mipmaps[i].cell_count - 1) / wg_size + 1;
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int64_t wg_todo = (mipmaps[i].cell_count + wg_size - 1) / wg_size;
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while (wg_todo) {
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int64_t wg_count = MIN(wg_todo, wg_limit_x);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(VoxelGIPushConstant));
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