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Enable depth writes during shadow pass and depth pass. Disable during color pass

This fixes an unreported performance bug. Basically, without this change, the depth prepass did nothing

(cherry picked from commit b986afed4658def08447516c9ca66e17e1cbc970)
clayjohn 2 gadi atpakaļ
vecāks
revīzija
5261d12a66
1 mainītis faili ar 3 papildinājumiem un 1 dzēšanām
  1. 3 1
      drivers/gles3/rasterizer_scene_gles3.cpp

+ 3 - 1
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -2166,7 +2166,9 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
 		if (scene_state.current_depth_draw != shader->depth_draw) {
 			switch (shader->depth_draw) {
 				case GLES3::SceneShaderData::DEPTH_DRAW_OPAQUE: {
-					glDepthMask(p_pass_mode == PASS_MODE_COLOR);
+					glDepthMask((p_pass_mode == PASS_MODE_COLOR && !GLES3::Config::get_singleton()->use_depth_prepass) ||
+							p_pass_mode == PASS_MODE_DEPTH ||
+							p_pass_mode == PASS_MODE_SHADOW);
 				} break;
 				case GLES3::SceneShaderData::DEPTH_DRAW_ALWAYS: {
 					glDepthMask(GL_TRUE);