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@ -1029,16 +1029,20 @@ void IrrDriver::renderShadows()
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glDisable(GL_POLYGON_OFFSET_FILL);
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if (irr_driver->hasARBTextureView())
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{
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for (unsigned i = 0; i < 2; i++)
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ScopedGPUTimer Timer(getGPUTimer(Q_SHADOW_POSTPROCESS));
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if (irr_driver->hasARBTextureView())
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{
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m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO(), i,
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2.f * m_shadow_scales[0].first / m_shadow_scales[i].first,
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2.f * m_shadow_scales[0].second / m_shadow_scales[i].second);
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for (unsigned i = 0; i < 2; i++)
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{
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m_post_processing->renderGaussian6BlurLayer(m_rtts->getShadowFBO(), i,
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2.f * m_shadow_scales[0].first / m_shadow_scales[i].first,
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2.f * m_shadow_scales[0].second / m_shadow_scales[i].second);
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}
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}
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]);
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}
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glBindTexture(GL_TEXTURE_2D_ARRAY, m_rtts->getShadowFBO().getRTT()[0]);
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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}
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@ -35,6 +35,7 @@ static const char* GPU_Phase[Q_LAST] =
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"Shadows Cascade 1",
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"Shadows Cascade 2",
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"Shadows Cascade 3",
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"Shadows Postprocess",
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"Solid Pass 1",
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"RSM",
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"RH",
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@ -34,6 +34,7 @@ enum QueryPerf
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Q_SHADOWS_CASCADE1,
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Q_SHADOWS_CASCADE2,
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Q_SHADOWS_CASCADE3,
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Q_SHADOW_POSTPROCESS,
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Q_SOLID_PASS1,
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Q_RSM,
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Q_RH,
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