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mirror of https://github.com/godotengine/godot.git synced 2025-11-20 14:45:44 +00:00

Shadow map rendering optimization

-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
This commit is contained in:
reduz
2021-01-24 16:00:20 -03:00
parent 6fe342478b
commit a9beb7aa8c
29 changed files with 330 additions and 292 deletions

View File

@@ -551,7 +551,7 @@ public:
BIND2(viewport_set_global_canvas_transform, RID, const Transform2D &)
BIND4(viewport_set_canvas_stacking, RID, RID, int, int)
BIND2(viewport_set_shadow_atlas_size, RID, int)
BIND3(viewport_set_shadow_atlas_size, RID, int, bool)
BIND3(viewport_set_sdf_oversize_and_scale, RID, ViewportSDFOversize, ViewportSDFScale)
BIND3(viewport_set_shadow_atlas_quadrant_subdivision, RID, int, int)
BIND2(viewport_set_msaa, RID, ViewportMSAA)
@@ -572,7 +572,7 @@ public:
//from now on, calls forwarded to this singleton
#define BINDBASE RSG::scene
BIND1(directional_shadow_atlas_set_size, int)
BIND2(directional_shadow_atlas_set_size, int, bool)
BIND1(gi_probe_set_quality, GIProbeQuality)
/* SKY API */