From 565f9c0448cabfffbca76003143893a9f5afc3dc Mon Sep 17 00:00:00 2001 From: Hugo Locurcio Date: Sun, 28 Nov 2021 18:51:36 +0100 Subject: Use 16-bit depth to improve dynamic VoxelGI performance MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit In a complex scene with several dynamic emissive objects, this saves over 1 ms of GPU time on a GTX 1080 in 2560×1440. --- servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'servers/rendering/renderer_rd') diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp index b6b5c90b39..26adb07a6c 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp @@ -2182,8 +2182,9 @@ 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()); } -- cgit v1.2.3