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Remove low_end option from renderer, being replaced by separate implementation

Bastiaan Olij 4 years ago
parent
commit
71c5d73b5e

+ 9 - 13
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -941,7 +941,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
 					uses_lightmap = true;
 					uses_lightmap = true;
 				}
 				}
 
 
-			} else if (!low_end) {
+			} else {
 				if (p_using_opaque_gi) {
 				if (p_using_opaque_gi) {
 					flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
 					flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS;
 				}
 				}
@@ -1133,7 +1133,7 @@ void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform
 
 
 		opaque_framebuffer = render_buffer->color_fb;
 		opaque_framebuffer = render_buffer->color_fb;
 
 
-		if (!low_end && p_gi_probes.size() > 0) {
+		if (p_gi_probes.size() > 0) {
 			using_giprobe = true;
 			using_giprobe = true;
 		}
 		}
 
 
@@ -1212,7 +1212,7 @@ void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform
 
 
 	RD::get_singleton()->draw_command_end_label();
 	RD::get_singleton()->draw_command_end_label();
 
 
-	bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
+	bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
 
 
 	if (using_sss) {
 	if (using_sss) {
 		using_separate_specular = true;
 		using_separate_specular = true;
@@ -1296,7 +1296,7 @@ void RenderForwardClustered::_render_scene(RID p_render_buffer, const Transform
 
 
 	bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
 	bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
 	bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
 	bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
-	bool depth_pre_pass = !low_end && depth_framebuffer.is_valid();
+	bool depth_pre_pass = depth_framebuffer.is_valid();
 
 
 	bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
 	bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
 	bool continue_depth = false;
 	bool continue_depth = false;
@@ -1903,7 +1903,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() {
 			uniforms.push_back(u);
 			uniforms.push_back(u);
 		}
 		}
 
 
-		if (!low_end) {
+		{
 			RD::Uniform u;
 			RD::Uniform u;
 			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
 			u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
 			u.binding = 13;
 			u.binding = 13;
@@ -2065,7 +2065,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
 		uniforms.push_back(u);
 		uniforms.push_back(u);
 	}
 	}
 
 
-	if (!low_end) {
+	{
 		{
 		{
 			RD::Uniform u;
 			RD::Uniform u;
 			u.binding = 11;
 			u.binding = 11;
@@ -2616,7 +2616,7 @@ void RenderForwardClustered::_geometry_instance_update(GeometryInstance *p_geome
 	ginstance->store_transform_cache = store_transform;
 	ginstance->store_transform_cache = store_transform;
 	ginstance->can_sdfgi = false;
 	ginstance->can_sdfgi = false;
 
 
-	if (!lightmap_instance_is_valid(ginstance->lightmap_instance) && !low_end) {
+	if (!lightmap_instance_is_valid(ginstance->lightmap_instance)) {
 		if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {
 		if (ginstance->gi_probes[0].is_null() && (ginstance->data->use_baked_light || ginstance->data->use_dynamic_gi)) {
 			ginstance->can_sdfgi = true;
 			ginstance->can_sdfgi = true;
 		}
 		}
@@ -2843,10 +2843,6 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
 
 
 	{
 	{
 		String defines;
 		String defines;
-		if (low_end) {
-			defines += "\n#define LOW_END_MODE \n";
-		}
-
 		defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
 		defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
 		if (is_using_radiance_cubemap_array()) {
 		if (is_using_radiance_cubemap_array()) {
 			defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
 			defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
@@ -2856,7 +2852,7 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
 
 
 		{
 		{
 			//lightmaps
 			//lightmaps
-			scene_state.max_lightmaps = low_end ? 2 : MAX_LIGHTMAPS;
+			scene_state.max_lightmaps = MAX_LIGHTMAPS;
 			defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
 			defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
 			defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
 			defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
 
 
@@ -2872,7 +2868,7 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) :
 			defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
 			defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
 		}
 		}
 
 
-		scene_shader.init(p_storage, defines, low_end);
+		scene_shader.init(p_storage, defines);
 	}
 	}
 
 
 	render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
 	render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");

+ 4 - 4
servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp

@@ -544,7 +544,7 @@ SceneShaderForwardClustered::~SceneShaderForwardClustered() {
 	storage->free(default_material);
 	storage->free(default_material);
 }
 }
 
 
-void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines, bool p_is_low_end) {
+void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const String p_defines) {
 	storage = p_storage;
 	storage = p_storage;
 
 
 	{
 	{
@@ -562,6 +562,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
 		shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
 		shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
 		shader.initialize(shader_versions, p_defines);
 		shader.initialize(shader_versions, p_defines);
 
 
+		/*
 		if (p_is_low_end) {
 		if (p_is_low_end) {
 			//disable the high end versions
 			//disable the high end versions
 			shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false);
 			shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false);
@@ -571,6 +572,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
 			shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
 			shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
 			shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
 			shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
 		}
 		}
+		*/
 	}
 	}
 
 
 	storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
 	storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
@@ -764,9 +766,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
 
 
 		MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
 		MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
 		default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
 		default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
-		if (!p_is_low_end) {
-			default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
-		}
+		default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
 	}
 	}
 
 
 	{
 	{

+ 1 - 1
servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h

@@ -203,7 +203,7 @@ public:
 	SceneShaderForwardClustered();
 	SceneShaderForwardClustered();
 	~SceneShaderForwardClustered();
 	~SceneShaderForwardClustered();
 
 
-	void init(RendererStorageRD *p_storage, const String p_defines, bool p_is_low_end);
+	void init(RendererStorageRD *p_storage, const String p_defines);
 };
 };
 
 
 } // namespace RendererSceneRenderImplementation
 } // namespace RendererSceneRenderImplementation

+ 7 - 28
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -317,7 +317,7 @@ void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::
 	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
 	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
 	ERR_FAIL_COND(!env);
 
 
-	if (low_end) {
+	if (!is_dynamic_gi_supported()) {
 		return;
 		return;
 	}
 	}
 
 
@@ -379,7 +379,7 @@ void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_ena
 	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
 	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
 	ERR_FAIL_COND(!env);
 
 
-	if (low_end) {
+	if (!is_volumetric_supported()) {
 		return;
 		return;
 	}
 	}
 
 
@@ -410,10 +410,6 @@ void RendererSceneRenderRD::environment_set_ssr(RID p_env, bool p_enable, int p_
 	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
 	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
 	ERR_FAIL_COND(!env);
 
 
-	if (low_end) {
-		return;
-	}
-
 	env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
 	env->set_ssr(p_enable, p_max_steps, p_fade_int, p_fade_out, p_depth_tolerance);
 }
 }
 
 
@@ -429,10 +425,6 @@ void RendererSceneRenderRD::environment_set_ssao(RID p_env, bool p_enable, float
 	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
 	RendererSceneEnvironmentRD *env = environment_owner.getornull(p_env);
 	ERR_FAIL_COND(!env);
 	ERR_FAIL_COND(!env);
 
 
-	if (low_end) {
-		return;
-	}
-
 	env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
 	env->set_ssao(p_enable, p_radius, p_intensity, p_power, p_detail, p_horizon, p_sharpness, p_light_affect, p_ao_channel_affect);
 }
 }
 
 
@@ -1347,7 +1339,7 @@ void RendererSceneRenderRD::gi_probe_instance_set_transform_to_data(RID p_probe,
 }
 }
 
 
 bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {
 bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {
-	if (low_end) {
+	if (!is_dynamic_gi_supported()) {
 		return false;
 		return false;
 	}
 	}
 
 
@@ -1355,7 +1347,7 @@ bool RendererSceneRenderRD::gi_probe_needs_update(RID p_probe) const {
 }
 }
 
 
 void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
 void RendererSceneRenderRD::gi_probe_update(RID p_probe, bool p_update_light_instances, const Vector<RID> &p_light_instances, const PagedArray<GeometryInstance *> &p_dynamic_objects) {
-	if (low_end) {
+	if (!is_dynamic_gi_supported()) {
 		return;
 		return;
 	}
 	}
 
 
@@ -4091,11 +4083,6 @@ int RendererSceneRenderRD::get_max_directional_lights() const {
 	return cluster.max_directional_lights;
 	return cluster.max_directional_lights;
 }
 }
 
 
-bool RendererSceneRenderRD::is_low_end() const {
-	// by default we switch this on this (may be ignored in some implementations)
-	return GLOBAL_GET("rendering/driver/rd_renderer/use_low_end_renderer");
-}
-
 bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
 bool RendererSceneRenderRD::is_dynamic_gi_supported() const {
 	// usable by default (unless low end = true)
 	// usable by default (unless low end = true)
 	return true;
 	return true;
@@ -4120,21 +4107,13 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
 	directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
 	directional_shadow.size = GLOBAL_GET("rendering/shadows/directional_shadow/size");
 	directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
 	directional_shadow.use_16_bits = GLOBAL_GET("rendering/shadows/directional_shadow/16_bits");
 
 
-	uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
-
-	low_end = is_low_end();
-
-	if (textures_per_stage < 48) {
-		low_end = true;
-	}
-
 	/* SKY SHADER */
 	/* SKY SHADER */
 
 
 	sky.init(storage);
 	sky.init(storage);
 
 
 	/* GI */
 	/* GI */
 
 
-	if (!low_end && is_dynamic_gi_supported()) {
+	if (is_dynamic_gi_supported()) {
 		gi.init(storage, &sky);
 		gi.init(storage, &sky);
 	}
 	}
 
 
@@ -4172,7 +4151,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
 		cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
 		cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size);
 	}
 	}
 
 
-	if (!low_end && is_volumetric_supported()) {
+	if (is_volumetric_supported()) {
 		String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
 		String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n";
 		Vector<String> volumetric_fog_modes;
 		Vector<String> volumetric_fog_modes;
 		volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
 		volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n");
@@ -4230,7 +4209,7 @@ RendererSceneRenderRD::~RendererSceneRenderRD() {
 		RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
 		RD::get_singleton()->free(sky.sky_scene_state.uniform_set);
 	}
 	}
 
 
-	if (!low_end) {
+	if (is_dynamic_gi_supported()) {
 		gi.free();
 		gi.free();
 
 
 		volumetric_fog.shader.version_free(volumetric_fog.shader_version);
 		volumetric_fog.shader.version_free(volumetric_fog.shader_version);

+ 0 - 3
servers/rendering/renderer_rd/renderer_scene_render_rd.h

@@ -51,7 +51,6 @@ protected:
 	RendererStorageRD *storage;
 	RendererStorageRD *storage;
 	double time;
 	double time;
 	double time_step = 0;
 	double time_step = 0;
-	bool low_end = false; // If true GI and Volumetric fog are disabled
 
 
 	struct RenderBufferData {
 	struct RenderBufferData {
 		virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) = 0;
 		virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) = 0;
@@ -1190,8 +1189,6 @@ public:
 
 
 	void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
 	void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir);
 
 
-	virtual bool is_low_end() const;
-
 	virtual bool is_dynamic_gi_supported() const;
 	virtual bool is_dynamic_gi_supported() const;
 	virtual bool is_clustered_enabled() const;
 	virtual bool is_clustered_enabled() const;
 	virtual bool is_volumetric_supported() const;
 	virtual bool is_volumetric_supported() const;

+ 1 - 8
servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl

@@ -1735,8 +1735,6 @@ void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal
 
 
 #ifndef MODE_RENDER_DEPTH
 #ifndef MODE_RENDER_DEPTH
 
 
-#ifndef LOW_END_MODE
-
 vec4 volumetric_fog_process(vec2 screen_uv, float z) {
 vec4 volumetric_fog_process(vec2 screen_uv, float z) {
 	vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
 	vec3 fog_pos = vec3(screen_uv, z * scene_data.volumetric_fog_inv_length);
 	if (fog_pos.z < 0.0) {
 	if (fog_pos.z < 0.0) {
@@ -1747,7 +1745,6 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
 
 
 	return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
 	return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
 }
 }
-#endif
 
 
 vec4 fog_process(vec3 vertex) {
 vec4 fog_process(vec3 vertex) {
 	vec3 fog_color = scene_data.fog_light_color;
 	vec3 fog_color = scene_data.fog_light_color;
@@ -2019,7 +2016,6 @@ FRAGMENT_SHADER_CODE
 		fog = fog_process(vertex);
 		fog = fog_process(vertex);
 	}
 	}
 
 
-#ifndef LOW_END_MODE
 	if (scene_data.volumetric_fog_enabled) {
 	if (scene_data.volumetric_fog_enabled) {
 		vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
 		vec4 volumetric_fog = volumetric_fog_process(screen_uv, -vertex.z);
 		if (scene_data.fog_enabled) {
 		if (scene_data.fog_enabled) {
@@ -2037,7 +2033,6 @@ FRAGMENT_SHADER_CODE
 			fog = volumetric_fog;
 			fog = volumetric_fog;
 		}
 		}
 	}
 	}
-#endif //!LOW_END_MODE
 #endif //!CUSTOM_FOG_USED
 #endif //!CUSTOM_FOG_USED
 
 
 	uint fog_rg = packHalf2x16(fog.rg);
 	uint fog_rg = packHalf2x16(fog.rg);
@@ -2377,7 +2372,7 @@ FRAGMENT_SHADER_CODE
 		specular_light = spec_accum.rgb;
 		specular_light = spec_accum.rgb;
 		ambient_light = amb_accum.rgb;
 		ambient_light = amb_accum.rgb;
 	}
 	}
-#elif !defined(LOW_END_MODE)
+#else
 
 
 	if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
 	if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_GI_BUFFERS)) { //use GI buffers
 
 
@@ -2412,13 +2407,11 @@ FRAGMENT_SHADER_CODE
 	}
 	}
 #endif
 #endif
 
 
-#ifndef LOW_END_MODE
 	if (scene_data.ssao_enabled) {
 	if (scene_data.ssao_enabled) {
 		float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
 		float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r;
 		ao = min(ao, ssao);
 		ao = min(ao, ssao);
 		ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
 		ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect);
 	}
 	}
-#endif //LOW_END_MODE
 
 
 	{ // process reflections
 	{ // process reflections
 
 

+ 0 - 10
servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl

@@ -122,8 +122,6 @@ layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableDat
 }
 }
 global_variables;
 global_variables;
 
 
-#ifndef LOW_END_MODE
-
 struct SDFGIProbeCascadeData {
 struct SDFGIProbeCascadeData {
 	vec3 position;
 	vec3 position;
 	float to_probe;
 	float to_probe;
@@ -159,8 +157,6 @@ layout(set = 0, binding = 13, std140) uniform SDFGI {
 }
 }
 sdfgi;
 sdfgi;
 
 
-#endif //LOW_END_MODE
-
 /* Set 2: Render Pass (changes per render pass) */
 /* Set 2: Render Pass (changes per render pass) */
 
 
 layout(set = 1, binding = 0, std140) uniform SceneData {
 layout(set = 1, binding = 0, std140) uniform SceneData {
@@ -280,9 +276,7 @@ layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
 
 
 layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
 layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
 
 
-#ifndef LOW_END_MOD
 layout(set = 1, binding = 7) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
 layout(set = 1, binding = 7) uniform texture3D gi_probe_textures[MAX_GI_PROBES];
-#endif
 
 
 layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer {
 layout(set = 1, binding = 8, std430) buffer restrict readonly ClusterBuffer {
 	uint data[];
 	uint data[];
@@ -306,8 +300,6 @@ layout(r32ui, set = 1, binding = 12) uniform restrict uimage3D geom_facing_grid;
 layout(set = 1, binding = 9) uniform texture2D depth_buffer;
 layout(set = 1, binding = 9) uniform texture2D depth_buffer;
 layout(set = 1, binding = 10) uniform texture2D color_buffer;
 layout(set = 1, binding = 10) uniform texture2D color_buffer;
 
 
-#ifndef LOW_END_MODE
-
 layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
 layout(set = 1, binding = 11) uniform texture2D normal_roughness_buffer;
 layout(set = 1, binding = 12) uniform texture2D ao_buffer;
 layout(set = 1, binding = 12) uniform texture2D ao_buffer;
 layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
 layout(set = 1, binding = 13) uniform texture2D ambient_buffer;
@@ -338,8 +330,6 @@ gi_probes;
 
 
 layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
 layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture;
 
 
-#endif // LOW_END_MODE
-
 #endif
 #endif
 
 
 /* Set 2 Skeleton & Instancing (can change per item) */
 /* Set 2 Skeleton & Instancing (can change per item) */

+ 0 - 2
servers/rendering/renderer_scene_render.h

@@ -241,8 +241,6 @@ public:
 
 
 	virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
 	virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
 
 
-	virtual bool is_low_end() const = 0;
-
 	virtual void update() = 0;
 	virtual void update() = 0;
 	virtual ~RendererSceneRender() {}
 	virtual ~RendererSceneRender() {}
 };
 };