From 1b915ca789fe0d7eb4fe3915963a30555de9c1d5 Mon Sep 17 00:00:00 2001 From: Rasmus Barringer Date: Thu, 24 Oct 2024 11:31:01 +0200 Subject: [PATCH] Clarify text in motivation. --- proposals/NNNN-shader-execution-reordering.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/proposals/NNNN-shader-execution-reordering.md b/proposals/NNNN-shader-execution-reordering.md index 8f4f9404..834ccb98 100644 --- a/proposals/NNNN-shader-execution-reordering.md +++ b/proposals/NNNN-shader-execution-reordering.md @@ -32,11 +32,11 @@ execution of traversal, intersection testing, anyhit shading and closesthit or miss shading imposes various restrictions on the programming model that, again, can increase the amount of developer effort and decrease performance. One aspect is that common code, e.g., vertex fetch and interpolation, must be -duplicated in all closesthit shaders. This can cause more code to be generated -in a divergent execution environment. Furthermore, `TraceRay`'s nature -requires that simple visibility rays unnecessarily execute hit shaders in -order to access basic information about the hit -which must be transferred back to the caller through the payload. +duplicated in all closesthit shaders. This can cause more code to be generated, +which is particularly problematic in a divergent execution environment. +Furthermore, `TraceRay`'s nature requires that simple visibility rays +unnecessarily execute hit shaders in order to access basic information about +the hit which must be transferred back to the caller through the payload. ## Proposed Solution