diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-06-02 22:00:10 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-06-03 01:54:01 +0300 |
commit | bc984fd09bad889d54ffc78f0337ee7f15f68531 (patch) | |
tree | 06c0005ba7bbc3e63a1851017ea9d561666f5133 /source/blender | |
parent | 403c6b1b8d96a882e689f5d0dda16a0bd66237c8 (diff) |
Eevee: Reduce shadow map precision.
Since we only store linear distance now we don't need so much bytes per pixels.
Diffstat (limited to 'source/blender')
-rw-r--r-- | source/blender/draw/engines/eevee/eevee_lights.c | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_lights.c b/source/blender/draw/engines/eevee/eevee_lights.c index 2fbe22b134b..1685d71dfbe 100644 --- a/source/blender/draw/engines/eevee/eevee_lights.c +++ b/source/blender/draw/engines/eevee/eevee_lights.c @@ -247,7 +247,7 @@ void EEVEE_lights_cache_finish(EEVEE_SceneLayerData *sldata) /* Cubemap / octahedral map pool */ /* TODO Cubemap array */ sldata->shadow_depth_cube_pool = DRW_texture_create_2D_array( - 512, 512, max_ff(1, linfo->num_cube), DRW_TEX_R_32, + 512, 512, max_ff(1, linfo->num_cube), DRW_TEX_R_16, DRW_TEX_FILTER | DRW_TEX_COMPARE, NULL); if (sldata->shadow_cube_fb) { DRW_framebuffer_texture_attach(sldata->shadow_cube_fb, sldata->shadow_depth_cube_pool, 0, 0); @@ -272,10 +272,10 @@ void EEVEE_lights_cache_finish(EEVEE_SceneLayerData *sldata) DRWFboTexture tex_cube_target[2] = { {&sldata->shadow_depth_cube_target, DRW_TEX_DEPTH_24, 0}, - {&sldata->shadow_color_cube_target, DRW_TEX_R_32, DRW_TEX_FILTER}}; + {&sldata->shadow_color_cube_target, DRW_TEX_R_16, DRW_TEX_FILTER}}; DRW_framebuffer_init(&sldata->shadow_cube_target_fb, &draw_engine_eevee_type, 512, 512, tex_cube_target, 2); - DRWFboTexture tex_cube = {&sldata->shadow_depth_cube_pool, DRW_TEX_R_32, DRW_TEX_FILTER}; + DRWFboTexture tex_cube = {&sldata->shadow_depth_cube_pool, DRW_TEX_R_16, DRW_TEX_FILTER}; DRW_framebuffer_init(&sldata->shadow_cube_fb, &draw_engine_eevee_type, 512, 512, &tex_cube, 1); DRWFboTexture tex_cascade = {&sldata->shadow_depth_cascade_pool, DRW_TEX_DEPTH_24, DRW_TEX_FILTER | DRW_TEX_COMPARE}; |