Age | Commit message (Collapse) | Author |
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Applied to newly added files in 2.8
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I haven't noticed any performance improvement but it could be more important
for other hardware. At least it's not slower!
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This was caused by ce0f70fbd62fc812a2508c27a2f392cde0acbdfa
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Really strange bug. Maybe gl_FragDepth is broken on this implementation.
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On my intel GPU there is some issue when rendering to depth only format.
This workaround the issue.
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This way we don't have float precision issue we had before and we save some bandwidth.
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This commit introduce the computation of a depth pyramid containing min and max depth values of the original depth buffer.
This is useful for Clustered Light Culling but also for raytracing on the depth buffer (SSR).
It's also usefull to have to fetch higher mips in order to improve texture cache usage.
As of now, 1st mip (highest res) is half the resolution of the depth buffer, but everything is already done to be able to make a fullres copy of the depth buffer in the 1st mip instead of downsampling.
Also, the texture used is RG_32F which is a too much but enough to cover the 24bits of the depth buffer. Reducing the texture size would make things quite faster.
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