Reverse depth & 32F buffer format

-Adds reversed depth projection model, dramatically increasing depth buffer effective resolution.
-Adds 32F depth 8U stencil format GFXFormatD32FS8X24 (following DX naming conventions). Note this is a 64-bit format, and likely not suitable for mobile platforms. Revert to GFXFormatD24S8 in renderManager.tscript for mobile & "ancient" platforms.
-Corrects alignment of texture type details array.
This commit is contained in:
AtomicWalrus 2023-04-14 20:13:28 -06:00
parent c08fa359d2
commit 75625dc679
37 changed files with 91 additions and 57 deletions

View file

@ -71,7 +71,7 @@ void DualParaboloidLightShadowMap::_render( RenderPassManager* renderPass,
mTarget->attachTexture(GFXTextureTarget::Color0, mShadowMapTex);
mTarget->attachTexture( GFXTextureTarget::DepthStencil, mShadowMapDepth );
GFX->setActiveRenderTarget(mTarget);
GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 1.0f, 0);
GFX->clear(GFXClearTarget | GFXClearStencil | GFXClearZBuffer, ColorI::WHITE, 0.0f, 0);
const bool bUseSinglePassDPM = (p->shadowType == ShadowType_DualParaboloidSinglePass);