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sbox-public/engine/Sandbox.Engine/Systems
Sam Pavlovic 6a20f0bda5 Static Shadows Cache (#5147)
* Simpler light caching

* Simpler cube cache as well, benchmark on RX580 goes from 248ms to 55ms

* Fix logic

* CRenderContext::CopyTexture copies slices for cube in one GPU command

* Do texture copy in a layer so that we handle it all in sequence during scenesystem rendering

* Use Transform Version instead of key, get cache texture only when we actually want it, as cheap for the cpu as it was before

* Only do static caching if our light is static

* Shared cache code for lights (including static cache) instead of duplicating

* Potential fix for pull request finding In the vkCmdCopyImage path, dstOffset.y is set from nDestX instead of nDestY. This will copy to the wrong Y position (and can trigger out-of-bounds clamping/validation errors when nDestX != nDestY).

Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>

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Co-authored-by: Copilot Autofix powered by AI <175728472+Copilot@users.noreply.github.com>
2026-07-30 18:12:46 +00:00
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