Implement more rendering options as specialization constants
* Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
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27 changed files with 574 additions and 142 deletions
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@ -66,6 +66,7 @@ class PipelineCacheRD {
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public:
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void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants = Vector<RD::PipelineSpecializationConstant>());
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void update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants);
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void update_shader(RID p_shader);
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_FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0, uint32_t p_bool_specializations = 0) {
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