Avoid clearing buffer if not strictly necessary
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@@ -151,6 +151,20 @@ void IrrDriver::renderGLSL(float dt)
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RaceGUIBase *rg = world->getRaceGUI();
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if (rg) rg->update(dt);
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if (!UserConfigParams::m_dynamic_lights)
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{
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SColor clearColor(0, 150, 150, 150);
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if (World::getWorld() != NULL)
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clearColor = World::getWorld()->getClearColor();
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glClear(GL_COLOR_BUFFER_BIT);
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glEnable(GL_FRAMEBUFFER_SRGB);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
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clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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for(unsigned int cam = 0; cam < Camera::getNumCameras(); cam++)
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{
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Camera * const camera = Camera::getCamera(cam);
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@@ -327,7 +341,19 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
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}
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PROFILER_PUSH_CPU_MARKER("- Solid Pass 1", 0xFF, 0x00, 0x00);
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renderSolidFirstPass();
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glDepthMask(GL_TRUE);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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if (UserConfigParams::m_dynamic_lights || forceRTT)
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{
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m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
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glClearColor(0., 0., 0., 0.);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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renderSolidFirstPass();
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}
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PROFILER_POP_CPU_MARKER();
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@@ -350,13 +376,18 @@ void IrrDriver::renderScene(scene::ICameraSceneNode * const camnode, unsigned po
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}
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PROFILER_PUSH_CPU_MARKER("- Solid Pass 2", 0x00, 0x00, 0xFF);
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if (!UserConfigParams::m_dynamic_lights && ! forceRTT)
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if (UserConfigParams::m_dynamic_lights || forceRTT)
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{
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glEnable(GL_FRAMEBUFFER_SRGB);
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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}
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else
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m_rtts->getFBO(FBO_COLORS).Bind();
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SColor clearColor(0, 150, 150, 150);
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if (World::getWorld() != NULL)
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clearColor = World::getWorld()->getClearColor();
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glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
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clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
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glClear(GL_COLOR_BUFFER_BIT);
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glDepthMask(GL_FALSE);
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}
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renderSolidSecondPass();
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PROFILER_POP_CPU_MARKER();
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@@ -238,23 +238,10 @@ static core::vector3df windDir;
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void IrrDriver::renderSolidFirstPass()
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{
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windDir = getWindDir();
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m_rtts->getFBO(FBO_NORMAL_AND_DEPTHS).Bind();
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glClearColor(0., 0., 0., 0.);
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glDepthMask(GL_TRUE);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glEnable(GL_CULL_FACE);
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if (irr_driver->hasARB_draw_indirect())
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glBindBuffer(GL_DRAW_INDIRECT_BUFFER, SolidPassCmd::getInstance()->drawindirectcmd);
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if (!UserConfigParams::m_dynamic_lights)
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return;
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{
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ScopedGPUTimer Timer(getGPUTimer(Q_SOLID_PASS1));
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irr_driver->setPhase(SOLID_NORMAL_AND_DEPTH_PASS);
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@@ -387,25 +374,8 @@ void multidraw2ndPass(const std::vector<uint64_t> &Handles, Args... args)
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void IrrDriver::renderSolidSecondPass()
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{
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SColor clearColor(0, 150, 150, 150);
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if (World::getWorld() != NULL)
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clearColor = World::getWorld()->getClearColor();
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glClearColor(clearColor.getRed() / 255.f, clearColor.getGreen() / 255.f,
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clearColor.getBlue() / 255.f, clearColor.getAlpha() / 255.f);
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glClear(GL_COLOR_BUFFER_BIT);
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if (UserConfigParams::m_dynamic_lights)
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glDepthMask(GL_FALSE);
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else
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{
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glDepthMask(GL_TRUE);
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glClear(GL_DEPTH_BUFFER_BIT);
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}
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irr_driver->setPhase(SOLID_LIT_PASS);
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glEnable(GL_DEPTH_TEST);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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uint64_t DiffuseHandle = 0, SpecularHandle = 0, SSAOHandle = 0, DepthHandle = 0;
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