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
This commit is contained in:
clayjohn 2023-07-30 21:59:28 +02:00
parent 202e4b2c1e
commit b986afed46
1 changed files with 3 additions and 1 deletions

View File

@ -2170,7 +2170,9 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
if (scene_state.current_depth_draw != shader->depth_draw) { if (scene_state.current_depth_draw != shader->depth_draw) {
switch (shader->depth_draw) { switch (shader->depth_draw) {
case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: { case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
glDepthMask(p_pass_mode == PASS_MODE_COLOR); glDepthMask((p_pass_mode == PASS_MODE_COLOR && !GLES3::Config::get_singleton()->use_depth_prepass) ||
p_pass_mode == PASS_MODE_DEPTH ||
p_pass_mode == PASS_MODE_SHADOW);
} break; } break;
case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: { case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {
glDepthMask(GL_TRUE); glDepthMask(GL_TRUE);