浏览代码

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 年之前
父节点
当前提交
5261d12a66
共有 1 个文件被更改,包括 3 次插入1 次删除
  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);