use depth prepass to increase performance
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@ -256,6 +256,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
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depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
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}
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bool depth_pre_pass_enabled = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable"));
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for (int i = 0; i < CULL_VARIANT_MAX; i++) {
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RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
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@ -307,8 +308,16 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
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continue;
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}
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RD::PipelineColorBlendState blend_state;
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RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
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if (depth_pre_pass_enabled && casts_shadows()) {
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// We already have a depth from the depth pre-pass, there is no need to write it again.
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// In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL.
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// This way we can use the early depth test to discard transparent fragments before the fragment shader even starts.
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depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL;
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depth_stencil.enable_depth_write = false;
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}
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RD::PipelineColorBlendState blend_state;
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RD::PipelineMultisampleState multisample_state;
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int shader_flags = 0;
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