D3D12RaytracingRealTimeDenoisedAmbientOcclusion - large per frame upload #682
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Improvement for #681.
m_hemisphereSamplesGPUBuffer.CopyStagingToGpu(frameIndex) is executed three times (back buffer count) only when AO samples are recreated.
The array was previously uploaded to GPU on every frame and since the array is quite large (87031808 bytes) it caused unnecessary CPU overhead (8ms of CPU time on i7 4790K 4.4GHz 32GB RAM 2070 RTX). On simpler scenes this was main bottleneck i.e. in the default scene with grass disabled (#define RENDER_GRASS_GEOMETRY 0) framerate tripled (~100 to ~300fps) with GPU timings unaffected.
TODO: