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

@ -798,7 +798,7 @@ public:
virtual void viewport_set_sdf_oversize_and_scale(RID p_viewport, ViewportSDFOversize p_oversize, ViewportSDFScale p_scale) = 0;
virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size) = 0;
virtual void viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits = false) = 0;
virtual void viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) = 0;
enum ViewportMSAA {
@ -868,7 +868,7 @@ public:
virtual float viewport_get_measured_render_time_cpu(RID p_viewport) const = 0;
virtual float viewport_get_measured_render_time_gpu(RID p_viewport) const = 0;
virtual void directional_shadow_atlas_set_size(int p_size) = 0;
virtual void directional_shadow_atlas_set_size(int p_size, bool p_16_bits = false) = 0;
/* SKY API */