From baeb65ac140b3d266a4e95857b9a44e14d26ad64 Mon Sep 17 00:00:00 2001 From: havoc Date: Wed, 30 Nov 2011 09:55:48 +0000 Subject: [PATCH] added r_shadow_shadowmapping_useshadowsampler cvar for performance testing of whether this intrinsic feature is faster or not git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11585 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=91b67af51c73742ae63228ed9b4b9ba044ab6559 --- r_shadow.c | 13 +++++++++---- 1 file changed, 9 insertions(+), 4 deletions(-) diff --git a/r_shadow.c b/r_shadow.c index adec83e1..06b1b1d5 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -196,6 +196,7 @@ int r_shadow_shadowmapdepthbits; int r_shadow_shadowmapmaxsize; qboolean r_shadow_shadowmapvsdct; qboolean r_shadow_shadowmapsampler; +qboolean r_shadow_shadowmapshadowsampler; int r_shadow_shadowmappcf; int r_shadow_shadowmapborder; matrix4x4_t r_shadow_shadowmapmatrix; @@ -303,6 +304,7 @@ cvar_t r_shadow_realtime_world_compileportalculling = {0, "r_shadow_realtime_wor cvar_t r_shadow_scissor = {0, "r_shadow_scissor", "1", "use scissor optimization of light rendering (restricts rendering to the portion of the screen affected by the light)"}; cvar_t r_shadow_shadowmapping = {CVAR_SAVE, "r_shadow_shadowmapping", "1", "enables use of shadowmapping (depth texture sampling) instead of stencil shadow volumes, requires gl_fbo 1"}; cvar_t r_shadow_shadowmapping_filterquality = {CVAR_SAVE, "r_shadow_shadowmapping_filterquality", "-1", "shadowmap filter modes: -1 = auto-select, 0 = no filtering, 1 = bilinear, 2 = bilinear 2x2 blur (fast), 3 = 3x3 blur (moderate), 4 = 4x4 blur (slow)"}; +cvar_t r_shadow_shadowmapping_useshadowsampler = {CVAR_SAVE, "r_shadow_shadowmapping_useshadowsampler", "1", "whether to use sampler2DShadow if available"}; cvar_t r_shadow_shadowmapping_depthbits = {CVAR_SAVE, "r_shadow_shadowmapping_depthbits", "24", "requested minimum shadowmap texture depth bits"}; cvar_t r_shadow_shadowmapping_vsdct = {CVAR_SAVE, "r_shadow_shadowmapping_vsdct", "1", "enables use of virtual shadow depth cube texture"}; cvar_t r_shadow_shadowmapping_minsize = {CVAR_SAVE, "r_shadow_shadowmapping_minsize", "32", "shadowmap size limit"}; @@ -427,6 +429,7 @@ static void R_Shadow_SetShadowMode(void) r_shadow_shadowmapmaxsize = bound(1, r_shadow_shadowmapping_maxsize.integer, (int)vid.maxtexturesize_2d / 4); r_shadow_shadowmapvsdct = r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20; r_shadow_shadowmapfilterquality = r_shadow_shadowmapping_filterquality.integer; + r_shadow_shadowmapshadowsampler = r_shadow_shadowmapping_useshadowsampler.integer != 0; r_shadow_shadowmapdepthbits = r_shadow_shadowmapping_depthbits.integer; r_shadow_shadowmapborder = bound(0, r_shadow_shadowmapping_bordersize.integer, 16); r_shadow_shadowmaplod = -1; @@ -447,23 +450,23 @@ static void R_Shadow_SetShadowMode(void) r_shadow_shadowmappcf = 1; else if(strstr(gl_vendor, "NVIDIA") || strstr(gl_renderer, "Radeon HD")) { - r_shadow_shadowmapsampler = vid.support.arb_shadow; + r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; r_shadow_shadowmappcf = 1; } else if(strstr(gl_vendor, "ATI")) r_shadow_shadowmappcf = 1; else - r_shadow_shadowmapsampler = vid.support.arb_shadow; + r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; } else { switch (r_shadow_shadowmapfilterquality) { case 1: - r_shadow_shadowmapsampler = vid.support.arb_shadow; + r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; break; case 2: - r_shadow_shadowmapsampler = vid.support.arb_shadow; + r_shadow_shadowmapsampler = vid.support.arb_shadow && r_shadow_shadowmapshadowsampler; r_shadow_shadowmappcf = 1; break; case 3: @@ -725,6 +728,7 @@ void R_Shadow_Init(void) Cvar_RegisterVariable(&r_shadow_shadowmapping); Cvar_RegisterVariable(&r_shadow_shadowmapping_vsdct); Cvar_RegisterVariable(&r_shadow_shadowmapping_filterquality); + Cvar_RegisterVariable(&r_shadow_shadowmapping_useshadowsampler); Cvar_RegisterVariable(&r_shadow_shadowmapping_depthbits); Cvar_RegisterVariable(&r_shadow_shadowmapping_precision); Cvar_RegisterVariable(&r_shadow_shadowmapping_maxsize); @@ -4491,6 +4495,7 @@ void R_Shadow_PrepareLights(int fbo, rtexture_t *depthtexture, rtexture_t *color (r_shadow_shadowmode != R_SHADOW_SHADOWMODE_STENCIL) != (r_shadow_shadowmapping.integer || r_shadow_deferred.integer) || r_shadow_shadowmapvsdct != (r_shadow_shadowmapping_vsdct.integer != 0 && vid.renderpath == RENDERPATH_GL20) || r_shadow_shadowmapfilterquality != r_shadow_shadowmapping_filterquality.integer || + r_shadow_shadowmapshadowsampler != (vid.support.arb_shadow && r_shadow_shadowmapping_useshadowsampler.integer) || r_shadow_shadowmapdepthbits != r_shadow_shadowmapping_depthbits.integer || r_shadow_shadowmapborder != bound(0, r_shadow_shadowmapping_bordersize.integer, 16)) R_Shadow_FreeShadowMaps(); -- 2.39.2