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.
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3 changed files with 3 additions and 6 deletions
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@ -1398,7 +1398,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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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;
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bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
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bool depth_pre_pass = depth_framebuffer.is_valid();
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bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid();
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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);
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bool continue_depth = false;
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@ -2873,7 +2873,6 @@ RenderingServer::RenderingServer() {
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GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true);
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GLOBAL_DEF("rendering/driver/depth_prepass/enable", true);
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GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple");
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GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false);
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GLOBAL_DEF_RST("rendering/textures/default_filters/anisotropic_filtering_level", 2);
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