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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.h
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.h')
-rw-r--r--servers/rendering/rendering_device.h3
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)