Use basic uniform set for depth prepass
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3fdf4bfe71
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1 changed files with 4 additions and 2 deletions
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@ -1864,8 +1864,6 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
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clear_color = p_default_bg_color;
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}
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RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probes);
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render_list.sort_by_key(false);
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_fill_instances(render_list.elements, render_list.element_count, false, false, using_sdfgi || using_giprobe);
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@ -1880,6 +1878,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
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if (depth_pre_pass) { //depth pre pass
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RENDER_TIMESTAMP("Render Depth Pre-Pass");
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RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>());
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bool finish_depth = using_ssao || using_sdfgi || using_giprobe;
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
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_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
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@ -1910,6 +1910,8 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf
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RENDER_TIMESTAMP("Render Opaque Pass");
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RID rp_uniform_set = _setup_render_pass_uniform_set(p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_gi_probes);
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bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
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bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
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