I have been coding basic C++ for while now but I don’t think I have the skills to dive deep into engine source code. I was wondering if Lumens’ calculations use the maximum amount of macros over regular C++ functions.
I know UE uses macro’s in the source code but wanted to check and make sure Lumen’s algorithms uses as many macros as possible instead of C++ functions since macro’s are slightly faster ofc(replicate that slight performance boost a thousand times like in a game engine and that ends up being a big difference performance wise).
The reason I believe you would refrain from macros’ is because of readability, code length, app size, and no Compile-Time errors checks.
But due to Lumen and Nanites non 60fps friendly performance in large scale scene(including FN), macros, (if they aren’t massively used already for lumen) I would like to see or tbh just know if they could be implemented beyond the amount currently used?