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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@ -831,13 +831,14 @@ void RendererViewport::viewport_set_canvas_stacking(RID p_viewport, RID p_canvas
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viewport->canvas_map[p_canvas].sublayer = p_sublayer;
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}
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void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size) {
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void RendererViewport::viewport_set_shadow_atlas_size(RID p_viewport, int p_size, bool p_16_bits) {
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Viewport *viewport = viewport_owner.getornull(p_viewport);
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ERR_FAIL_COND(!viewport);
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viewport->shadow_atlas_size = p_size;
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viewport->shadow_atlas_16_bits = p_16_bits;
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RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size);
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RSG::scene->shadow_atlas_set_size(viewport->shadow_atlas, viewport->shadow_atlas_size, viewport->shadow_atlas_16_bits);
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}
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void RendererViewport::viewport_set_shadow_atlas_quadrant_subdivision(RID p_viewport, int p_quadrant, int p_subdiv) {
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