Revert change to default depth clear value in draw_list_begin
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@ -1472,7 +1472,7 @@ void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p
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Vector<Color> clear_colors;
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clear_colors.push_back(Color(0.0, 0.0, 0.0));
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors, 0.0);
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_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
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RD::get_singleton()->draw_list_end();
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}
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@ -1491,7 +1491,7 @@ void SkyRD::update_res_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RID p
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Vector<Color> clear_colors;
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clear_colors.push_back(Color(0.0, 0.0, 0.0));
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors, 0.0);
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_render_sky(draw_list, p_time, framebuffer, pipeline, material->uniform_set, texture_uniform_set, projection, sky_transform, sky_scene_state.cam_transform.origin, p_luminance_multiplier);
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RD::get_singleton()->draw_list_end();
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}
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@ -1413,7 +1413,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
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if (p_render_data->directional_shadows.size()) {
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//open the pass for directional shadows
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light_storage->update_directional_shadow_atlas();
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RD::get_singleton()->draw_list_begin(light_storage->direction_shadow_get_fb(), RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE);
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RD::get_singleton()->draw_list_begin(light_storage->direction_shadow_get_fb(), RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, Vector<Color>(), 0.0);
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RD::get_singleton()->draw_list_end();
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}
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}
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@ -1930,7 +1930,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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}
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if (needs_pre_resolve) {
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//pre clear the depth framebuffer, as AMD (and maybe others?) use compute for it, and barrier other compute shaders.
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RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, depth_pass_clear);
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RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, depth_pass_clear, 0.0);
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RD::get_singleton()->draw_list_end();
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//start compute processes here, so they run at the same time as depth pre-pass
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_post_prepass_render(p_render_data, using_sdfgi || using_voxelgi);
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@ -614,7 +614,7 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
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if (p_render_data->directional_shadows.size()) {
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//open the pass for directional shadows
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light_storage->update_directional_shadow_atlas();
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RD::get_singleton()->draw_list_begin(light_storage->direction_shadow_get_fb(), RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE);
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RD::get_singleton()->draw_list_begin(light_storage->direction_shadow_get_fb(), RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, Vector<Color>(), 0.0);
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RD::get_singleton()->draw_list_end();
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}
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}
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@ -1103,7 +1103,7 @@ private:
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public:
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DrawListID draw_list_begin_for_screen(DisplayServer::WindowID p_screen = 0, const Color &p_clear_color = Color());
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DrawListID draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 0.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
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DrawListID draw_list_begin(RID p_framebuffer, InitialAction p_initial_color_action, FinalAction p_final_color_action, InitialAction p_initial_depth_action, FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2());
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void draw_list_set_blend_constants(DrawListID p_list, const Color &p_color);
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void draw_list_bind_render_pipeline(DrawListID p_list, RID p_render_pipeline);
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