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[3.x] Allow non-power-of-two directional shadow size in 3D #54042

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2 changes: 1 addition & 1 deletion doc/classes/ProjectSettings.xml
Original file line number Diff line number Diff line change
Expand Up @@ -1683,7 +1683,7 @@
If [code]true[/code], performs a previous depth pass before rendering materials. This increases performance in scenes with high overdraw, when complex materials and lighting are used.
</member>
<member name="rendering/quality/directional_shadow/size" type="int" setter="" getter="" default="4096">
The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. The value will be rounded up to the nearest power of 2. This setting can be changed at run-time; the change will be applied immediately.
The directional shadow's size in pixels. Higher values will result in sharper shadows, at the cost of performance. This setting can be changed at run-time; the change will be applied immediately.
</member>
<member name="rendering/quality/directional_shadow/size.mobile" type="int" setter="" getter="" default="2048">
Lower-end override for [member rendering/quality/directional_shadow/size] on mobile devices, due to performance concerns or driver support.
Expand Down
6 changes: 3 additions & 3 deletions drivers/gles2/rasterizer_scene_gles2.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -75,7 +75,7 @@ void RasterizerSceneGLES2::directional_shadow_create() {
}

directional_shadow.light_count = 0;
directional_shadow.size = next_power_of_2(directional_shadow_size);
directional_shadow.size = directional_shadow_size;

if (directional_shadow.size > storage->config.max_viewport_dimensions[0] || directional_shadow.size > storage->config.max_viewport_dimensions[1]) {
WARN_PRINT("Cannot set directional shadow size larger than maximum hardware supported size of (" + itos(storage->config.max_viewport_dimensions[0]) + ", " + itos(storage->config.max_viewport_dimensions[1]) + "). Setting size to maximum.");
Expand Down Expand Up @@ -4110,7 +4110,7 @@ void RasterizerSceneGLES2::initialize() {
void RasterizerSceneGLES2::iteration() {
shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));

const int directional_shadow_size_new = next_power_of_2(int(GLOBAL_GET("rendering/quality/directional_shadow/size")));
const int directional_shadow_size_new = int(GLOBAL_GET("rendering/quality/directional_shadow/size"));
if (directional_shadow_size != directional_shadow_size_new) {
directional_shadow_size = directional_shadow_size_new;
directional_shadow_create();
Expand All @@ -4122,7 +4122,7 @@ void RasterizerSceneGLES2::finalize() {

RasterizerSceneGLES2::RasterizerSceneGLES2() {
_light_counter = 0;
directional_shadow_size = next_power_of_2(int(GLOBAL_GET("rendering/quality/directional_shadow/size")));
directional_shadow_size = int(GLOBAL_GET("rendering/quality/directional_shadow/size"));
}

RasterizerSceneGLES2::~RasterizerSceneGLES2() {
Expand Down
6 changes: 3 additions & 3 deletions drivers/gles3/rasterizer_scene_gles3.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -90,7 +90,7 @@ void RasterizerSceneGLES3::directional_shadow_create() {
}

directional_shadow.light_count = 0;
directional_shadow.size = next_power_of_2(directional_shadow_size);
directional_shadow.size = directional_shadow_size;
glGenFramebuffers(1, &directional_shadow.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, directional_shadow.fbo);
glGenTextures(1, &directional_shadow.depth);
Expand Down Expand Up @@ -5328,7 +5328,7 @@ void RasterizerSceneGLES3::initialize() {
void RasterizerSceneGLES3::iteration() {
shadow_filter_mode = ShadowFilterMode(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));

const int directional_shadow_size_new = next_power_of_2(int(GLOBAL_GET("rendering/quality/directional_shadow/size")));
const int directional_shadow_size_new = int(GLOBAL_GET("rendering/quality/directional_shadow/size"));
if (directional_shadow_size != directional_shadow_size_new) {
directional_shadow_size = directional_shadow_size_new;
directional_shadow_create();
Expand All @@ -5348,7 +5348,7 @@ void RasterizerSceneGLES3::finalize() {
}

RasterizerSceneGLES3::RasterizerSceneGLES3() {
directional_shadow_size = next_power_of_2(int(GLOBAL_GET("rendering/quality/directional_shadow/size")));
directional_shadow_size = int(GLOBAL_GET("rendering/quality/directional_shadow/size"));
}

RasterizerSceneGLES3::~RasterizerSceneGLES3() {
Expand Down