Allow disabling the depth prepass in the Vulkan Clustered backend

In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
This commit is contained in:
Hugo Locurcio 2021-11-27 17:54:45 +01:00
parent 52b7d5fa34
commit 989a7d9270
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
3 changed files with 3 additions and 6 deletions

View file

@ -1398,7 +1398,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION;
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
bool depth_pre_pass = depth_framebuffer.is_valid();
bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid();
bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_is_ssao_enabled(p_render_data->environment);
bool continue_depth = false;

View file

@ -2873,7 +2873,6 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true);
GLOBAL_DEF("rendering/driver/depth_prepass/enable", true);
GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false);
GLOBAL_DEF_RST("rendering/textures/default_filters/anisotropic_filtering_level", 2);