Default to 32-bit depth map on Forward+ renderer and 24-bit only on Mobile renderer
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@ -151,6 +151,14 @@ void RenderSceneBuffersRD::configure(const RenderSceneBuffersConfiguration *p_co
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// cleanout any old buffers we had.
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cleanup();
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// At least one of these is required to be supported.
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RenderingDeviceCommons::DataFormat preferred_format[2] = { RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::DATA_FORMAT_D32_SFLOAT_S8_UINT };
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if (can_be_storage) {
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// Prefer higher precision on desktop.
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preferred_format[0] = RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
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preferred_format[1] = RD::DATA_FORMAT_D24_UNORM_S8_UINT;
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}
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// create our 3D render buffers
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{
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// Create our color buffer(s)
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@ -174,7 +182,7 @@ void RenderSceneBuffersRD::configure(const RenderSceneBuffersConfiguration *p_co
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if (msaa_3d == RS::VIEWPORT_MSAA_DISABLED) {
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usage_bits |= RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, usage_bits) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
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format = RD::get_singleton()->texture_is_format_supported_for_usage(preferred_format[0], usage_bits) ? preferred_format[0] : preferred_format[1];
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} else {
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format = RD::DATA_FORMAT_R32_SFLOAT;
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usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | (can_be_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : 0);
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@ -202,7 +210,7 @@ void RenderSceneBuffersRD::configure(const RenderSceneBuffersConfiguration *p_co
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create_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR_MSAA, format, usage_bits, texture_samples);
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usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
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format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, usage_bits) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
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format = RD::get_singleton()->texture_is_format_supported_for_usage(preferred_format[0], usage_bits) ? preferred_format[0] : preferred_format[1];
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create_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH_MSAA, format, usage_bits, texture_samples);
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}
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