use depth prepass to increase performance

This commit is contained in:
Ansraer 2022-12-17 21:11:38 +01:00
parent c023d41036
commit d44a91c2f7
1 changed files with 10 additions and 1 deletions

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