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| author | reduz <reduzio@gmail.com> | 2021-01-24 16:00:20 -0300 |
|---|---|---|
| committer | reduz <reduzio@gmail.com> | 2021-01-24 20:17:28 -0300 |
| commit | a9beb7aa8c9e81c57ff4c9753c846bf14c5a1620 (patch) | |
| tree | a171779287d4244f016863f32b5ec3dd106e8d9d /servers/rendering/rendering_device.h | |
| 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.h')
| -rw-r--r-- | servers/rendering/rendering_device.h | 3 |
1 files changed, 2 insertions, 1 deletions
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h index f67e4dfbab..eb051067d3 100644 --- a/servers/rendering/rendering_device.h +++ b/servers/rendering/rendering_device.h @@ -931,7 +931,8 @@ public: /********************/ enum InitialAction { - INITIAL_ACTION_CLEAR, //start rendering and clear the framebuffer (supply params) + INITIAL_ACTION_CLEAR, //start rendering and clear the whole framebuffer (region or not) (supply params) + INITIAL_ACTION_CLEAR_REGION, //start rendering and clear the framebuffer in the specified region (supply params) INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared) INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously) |
