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