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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@ -931,7 +931,8 @@ public:
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/********************/
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enum InitialAction {
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INITIAL_ACTION_CLEAR, //start rendering and clear the framebuffer (supply params)
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INITIAL_ACTION_CLEAR, //start rendering and clear the whole framebuffer (region or not) (supply params)
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INITIAL_ACTION_CLEAR_REGION, //start rendering and clear the framebuffer in the specified region (supply params)
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INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared)
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INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it
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INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously)
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