Fix SSAO perf
I was using wrong mipmap count for linear depth rtt.
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b5e6e5e054
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@ -22,7 +22,7 @@
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#include "graphics/irr_driver.hpp"
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#include "utils/log.hpp"
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static GLuint generateRTT(const core::dimension2du &res, GLint internalFormat, GLint format, GLint type)
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static GLuint generateRTT(const core::dimension2du &res, GLint internalFormat, GLint format, GLint type, unsigned mipmaplevel = 1)
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{
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GLuint result;
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glGenTextures(1, &result);
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@ -30,7 +30,7 @@ static GLuint generateRTT(const core::dimension2du &res, GLint internalFormat, G
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if (irr_driver->getGLSLVersion() < 420)
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, res.Width, res.Height, 0, format, type, 0);
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else
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glTexStorage2D(GL_TEXTURE_2D, 1, internalFormat, res.Width, res.Height);
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glTexStorage2D(GL_TEXTURE_2D, mipmaplevel, internalFormat, res.Width, res.Height);
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return result;
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}
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@ -77,6 +77,8 @@ RTT::RTT(size_t width, size_t height)
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const dimension2du warpvsize(1, 512);
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const dimension2du warphsize(512, 1);
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unsigned linear_depth_mip_levels = ceil(log2(max_(res.Width, res.Height)));
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glGenTextures(1, &DepthStencilTexture);
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glBindTexture(GL_TEXTURE_2D, DepthStencilTexture);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_STENCIL, res.Width, res.Height, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, 0);
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@ -88,10 +90,10 @@ RTT::RTT(size_t width, size_t height)
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RenderTargetTextures[RTT_TMP2] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_TMP3] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_TMP4] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_LINEAR_DEPTH] = generateRTT(res, GL_R32F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_LINEAR_DEPTH] = generateRTT(res, GL_R32F, GL_RED, GL_FLOAT, linear_depth_mip_levels);
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RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, GL_RGBA16F, GL_RGBA, GL_FLOAT);
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RenderTargetTextures[RTT_COLOR] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_SRGB8, GL_BGR, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_SRGB, GL_BGR, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_SSAO] = generateRTT(res, GL_R16F, GL_RED, GL_FLOAT);
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RenderTargetTextures[RTT_DISPLACE] = generateRTT(res, GL_RGBA16F, GL_BGRA, GL_FLOAT);
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