Enable depth writes during shadow pass and depth pass. Disable during color pass
This fixes an unreported performance bug. Basically, without this change, the depth prepass did nothing
(cherry picked from commit b986afed46
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08bd6ba734
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5261d12a66
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@ -2166,7 +2166,9 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
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if (scene_state.current_depth_draw != shader->depth_draw) {
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if (scene_state.current_depth_draw != shader->depth_draw) {
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switch (shader->depth_draw) {
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switch (shader->depth_draw) {
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case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
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case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
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glDepthMask(p_pass_mode == PASS_MODE_COLOR);
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glDepthMask((p_pass_mode == PASS_MODE_COLOR && !GLES3::Config::get_singleton()->use_depth_prepass) ||
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p_pass_mode == PASS_MODE_DEPTH ||
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p_pass_mode == PASS_MODE_SHADOW);
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} break;
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} break;
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case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {
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case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {
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glDepthMask(GL_TRUE);
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glDepthMask(GL_TRUE);
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