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Remove fill-rate burning early-Z passes.

Remove heavy early-Z passes from various default rendering effects.
Equates to a 25% FPS gain on Mac (no difference on my Linux box).

(Early-Z is fine in principle, but should use trivial shaders and no
lighting, texturing or fog. In local testing no measurable benefit
was found in even a true early-Z pass)
This commit is contained in:
James Turner 2014-01-11 22:15:35 +00:00
parent 9552268198
commit 2c3da82ccd
3 changed files with 25 additions and 7 deletions

View file

@ -73,6 +73,8 @@
<extension-supported>GL_EXT_geometry_shader4</extension-supported>
</and>
</predicate>
<!--
<pass>
<lighting>true</lighting>
<material>
@ -118,7 +120,7 @@
</internal-format>
</texture-unit>
<program>
<!-- <vertex-shader n="0">Shaders/include_fog.vert</vertex-shader> -->
<vertex-shader n="0">Shaders/include_fog.vert</vertex-shader>
<vertex-shader n="1">Shaders/landmass-g.vert</vertex-shader>
<geometry-shader>Shaders/landmass.geom</geometry-shader>
<fragment-shader n="0">Shaders/include_fog.frag</fragment-shader>
@ -149,7 +151,6 @@
</uniform>
<color-mask type="vec4d">0 0 0 0</color-mask>
<!-- BEGIN fog include -->
<uniform>
<name>visibility</name>
<type>float</type>
@ -192,9 +193,9 @@
<use>fogtype</use>
</value>
</uniform>
<!-- END fog include -->
</pass>
-->
<pass>
<lighting>true</lighting>
<material>

View file

@ -121,6 +121,8 @@
</or>
</and>
</predicate>
<!--
<pass>
<lighting>true</lighting>
<material>
@ -144,6 +146,8 @@
</program>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
-->
<pass>
<lighting>true</lighting>
<material>

View file

@ -148,6 +148,8 @@
</or>
</and>
</predicate>
<!--
<pass>
<lighting>true</lighting>
<material>
@ -170,7 +172,8 @@
<fragment-shader>Shaders/trivial.frag</fragment-shader>
</program>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
</pass> -->
<pass>
<lighting>true</lighting>
<material>
@ -485,6 +488,8 @@
</or>
</and>
</predicate>
<!--
<pass>
<lighting>true</lighting>
<material>
@ -507,7 +512,8 @@
<fragment-shader>Shaders/trivial.frag</fragment-shader>
</program>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
</pass> -->
<pass>
<lighting>true</lighting>
<material>
@ -735,6 +741,8 @@
</or>
</and>
</predicate>
<!--
<pass>
<lighting>true</lighting>
<material>
@ -773,7 +781,8 @@
<value type="int">0</value>
</uniform>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
</pass> -->
<pass>
<lighting>true</lighting>
<material>
@ -961,6 +970,8 @@
</or>
</and>
</predicate>
<!--
<pass>
<lighting>true</lighting>
<material>
@ -1000,6 +1011,8 @@
</uniform>
<color-mask type="vec4d">0 0 0 0</color-mask>
</pass>
-->
<pass>
<lighting>true</lighting>
<material>