summaryrefslogtreecommitdiff
path: root/servers/rendering/renderer_rd
diff options
context:
space:
mode:
authorHugo Locurcio <hugo.locurcio@hugo.pro>2021-11-27 17:54:45 +0100
committerHugo Locurcio <hugo.locurcio@hugo.pro>2021-11-27 17:54:45 +0100
commit989a7d92707456e5c9c889c7a1a1bb048b6b973d (patch)
treeef62786a9d97ccac1ef63b4b24f4abfcaeddb4eb /servers/rendering/renderer_rd
parent52b7d5fa347fb88aa016e1e30414abd01e800381 (diff)
Allow disabling the depth prepass in the Vulkan Clustered backend
In scenes that have little to no overdraw, disabling the depth prepass can give a small performance boost. Nonetheless, in most other scenarios, the depth prepass should be left enabled as it improves performance significantly.
Diffstat (limited to 'servers/rendering/renderer_rd')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 03ce2690bf..8fb276b8fb 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1398,7 +1398,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION;
bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES;
- bool depth_pre_pass = depth_framebuffer.is_valid();
+ bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid();
bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_is_ssao_enabled(p_render_data->environment);
bool continue_depth = false;