Merge pull request #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depth

Use 16-bit depth to improve dynamic VoxelGI performance
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JFonS 2022-01-04 14:17:47 +01:00 committed by GitHub
commit e432181dc3
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@ -2176,8 +2176,9 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView());
if (dynamic_maps.size() == 0) {
//render depth for first one
dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
// Render depth for first one.
// Use 16-bit depth when supported to improve performance.
dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_X8_D24_UNORM_PACK32;
dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView());
}