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authorreduz <reduzio@gmail.com>2021-01-24 16:00:20 -0300
committerreduz <reduzio@gmail.com>2021-01-24 20:17:28 -0300
commita9beb7aa8c9e81c57ff4c9753c846bf14c5a1620 (patch)
treea171779287d4244f016863f32b5ec3dd106e8d9d /servers/rendering/rendering_device.cpp
parent6fe342478b7203ca36fdbaa34a31618c5bba42ce (diff)
downloadredot-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.cpp1
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)