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author | reduz <reduzio@gmail.com> | 2021-01-24 16:00:20 -0300 |
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committer | reduz <reduzio@gmail.com> | 2021-01-24 20:17:28 -0300 |
commit | a9beb7aa8c9e81c57ff4c9753c846bf14c5a1620 (patch) | |
tree | a171779287d4244f016863f32b5ec3dd106e8d9d /servers/rendering/rendering_device.cpp | |
parent | 6fe342478b7203ca36fdbaa34a31618c5bba42ce (diff) | |
download | redot-engine-a9beb7aa8c9e81c57ff4c9753c846bf14c5a1620.tar.gz |
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.
Diffstat (limited to 'servers/rendering/rendering_device.cpp')
-rw-r--r-- | servers/rendering/rendering_device.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp index 9ae3e5819e..89483d9f50 100644 --- a/servers/rendering/rendering_device.cpp +++ b/servers/rendering/rendering_device.cpp @@ -745,6 +745,7 @@ void RenderingDevice::_bind_methods() { BIND_ENUM_CONSTANT(DYNAMIC_STATE_STENCIL_REFERENCE); BIND_ENUM_CONSTANT(INITIAL_ACTION_CLEAR); //start rendering and clear the framebuffer (supply params) + BIND_ENUM_CONSTANT(INITIAL_ACTION_CLEAR_REGION); //start rendering and clear the framebuffer (supply params) BIND_ENUM_CONSTANT(INITIAL_ACTION_KEEP); //start rendering); but keep attached color texture contents (depth will be cleared) BIND_ENUM_CONSTANT(INITIAL_ACTION_DROP); //start rendering); ignore what is there); just write above it BIND_ENUM_CONSTANT(INITIAL_ACTION_CONTINUE); //continue rendering (framebuffer must have been left in "continue" state as final action previously) |