OpenGL2: Don't do MSAA resolve/shadow mask/SSAO on shadow views.

This commit is contained in:
SmileTheory 2017-07-14 15:42:41 -07:00
parent a4c09236b1
commit 6a77f4e363

View file

@ -878,6 +878,7 @@ RB_DrawSurfs
*/ */
const void *RB_DrawSurfs( const void *data ) { const void *RB_DrawSurfs( const void *data ) {
const drawSurfsCommand_t *cmd; const drawSurfsCommand_t *cmd;
qboolean isShadowView;
// finish any 2D drawing if needed // finish any 2D drawing if needed
if ( tess.numIndexes ) { if ( tess.numIndexes ) {
@ -889,6 +890,8 @@ const void *RB_DrawSurfs( const void *data ) {
backEnd.refdef = cmd->refdef; backEnd.refdef = cmd->refdef;
backEnd.viewParms = cmd->viewParms; backEnd.viewParms = cmd->viewParms;
isShadowView = !!(backEnd.viewParms.flags & VPF_DEPTHSHADOW);
// clear the z buffer, set the modelview, etc // clear the z buffer, set the modelview, etc
RB_BeginDrawingView (); RB_BeginDrawingView ();
@ -897,7 +900,7 @@ const void *RB_DrawSurfs( const void *data ) {
qglEnable(GL_DEPTH_CLAMP); qglEnable(GL_DEPTH_CLAMP);
} }
if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || (backEnd.viewParms.flags & VPF_DEPTHSHADOW))) if (glRefConfig.framebufferObject && !(backEnd.refdef.rdflags & RDF_NOWORLDMODEL) && (r_depthPrepass->integer || isShadowView))
{ {
FBO_t *oldFbo = glState.currentFBO; FBO_t *oldFbo = glState.currentFBO;
vec4_t viewInfo; vec4_t viewInfo;
@ -910,207 +913,210 @@ const void *RB_DrawSurfs( const void *data ) {
qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]); qglColorMask(!backEnd.colorMask[0], !backEnd.colorMask[1], !backEnd.colorMask[2], !backEnd.colorMask[3]);
backEnd.depthFill = qfalse; backEnd.depthFill = qfalse;
if (tr.msaaResolveFbo) if (!isShadowView)
{ {
// If we're using multisampling, resolve the depth first if (tr.msaaResolveFbo)
FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
}
else if (tr.renderFbo == NULL && tr.renderDepthImage)
{
// If we're rendering directly to the screen, copy the depth to a texture
// This is incredibly slow on Intel Graphics, so just skip it on there
if (!glRefConfig.intelGraphics)
qglCopyTextureSubImage2DEXT(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
}
if (tr.hdrDepthFbo)
{
// need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
vec4_t srcTexCoords;
VectorSet4(srcTexCoords, 0.0f, 0.0f, 1.0f, 1.0f);
FBO_BlitFromTexture(tr.renderDepthImage, srcTexCoords, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
}
if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT)
{
vec4_t quadVerts[4];
vec2_t texCoords[4];
vec4_t box;
FBO_Bind(tr.screenShadowFbo);
box[0] = backEnd.viewParms.viewportX * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
box[1] = backEnd.viewParms.viewportY * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
box[2] = backEnd.viewParms.viewportWidth * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
box[3] = backEnd.viewParms.viewportHeight * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
qglViewport(box[0], box[1], box[2], box[3]);
qglScissor(box[0], box[1], box[2], box[3]);
box[0] = backEnd.viewParms.viewportX / (float)glConfig.vidWidth;
box[1] = backEnd.viewParms.viewportY / (float)glConfig.vidHeight;
box[2] = box[0] + backEnd.viewParms.viewportWidth / (float)glConfig.vidWidth;
box[3] = box[1] + backEnd.viewParms.viewportHeight / (float)glConfig.vidHeight;
texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
texCoords[3][0] = box[0]; texCoords[3][1] = box[1];
box[0] = -1.0f;
box[1] = -1.0f;
box[2] = 1.0f;
box[3] = 1.0f;
VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
VectorSet4(quadVerts[3], box[0], box[1], 0, 1);
GL_State( GLS_DEPTHTEST_DISABLE );
GLSL_BindProgram(&tr.shadowmaskShader);
GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
if (r_shadowCascadeZFar->integer != 0)
{ {
GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP); // If we're using multisampling, resolve the depth first
GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2); FBO_FastBlit(tr.renderFbo, NULL, tr.msaaResolveFbo, NULL, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP4);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP4, backEnd.refdef.sunShadowMvp[3]);
} }
else else if (tr.renderFbo == NULL && tr.renderDepthImage)
{ {
GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP); // If we're rendering directly to the screen, copy the depth to a texture
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[3]); // This is incredibly slow on Intel Graphics, so just skip it on there
if (!glRefConfig.intelGraphics)
qglCopyTextureSubImage2DEXT(tr.renderDepthImage->texnum, GL_TEXTURE_2D, 0, 0, 0, 0, 0, glConfig.vidWidth, glConfig.vidHeight);
} }
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg); if (tr.hdrDepthFbo)
{ {
vec3_t viewVector; // need the depth in a texture we can do GL_LINEAR sampling on, so copy it to an HDR image
vec4_t srcTexCoords;
float zmax = backEnd.viewParms.zFar; VectorSet4(srcTexCoords, 0.0f, 0.0f, 1.0f, 1.0f);
float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f);
float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f);
VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector); FBO_BlitFromTexture(tr.renderDepthImage, srcTexCoords, NULL, tr.hdrDepthFbo, NULL, NULL, NULL, 0);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector);
VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT, viewVector);
VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector);
GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo);
} }
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes); if (r_sunlightMode->integer && backEnd.viewParms.flags & VPF_USESUNLIGHT)
if (r_shadowBlur->integer)
{ {
viewInfo[2] = 1.0f / (float)(tr.screenScratchFbo->width); vec4_t quadVerts[4];
viewInfo[3] = 1.0f / (float)(tr.screenScratchFbo->height); vec2_t texCoords[4];
vec4_t box;
FBO_Bind(tr.screenScratchFbo); FBO_Bind(tr.screenShadowFbo);
box[0] = backEnd.viewParms.viewportX * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
box[1] = backEnd.viewParms.viewportY * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
box[2] = backEnd.viewParms.viewportWidth * tr.screenShadowFbo->width / (float)glConfig.vidWidth;
box[3] = backEnd.viewParms.viewportHeight * tr.screenShadowFbo->height / (float)glConfig.vidHeight;
qglViewport(box[0], box[1], box[2], box[3]);
qglScissor(box[0], box[1], box[2], box[3]);
box[0] = backEnd.viewParms.viewportX / (float)glConfig.vidWidth;
box[1] = backEnd.viewParms.viewportY / (float)glConfig.vidHeight;
box[2] = box[0] + backEnd.viewParms.viewportWidth / (float)glConfig.vidWidth;
box[3] = box[1] + backEnd.viewParms.viewportHeight / (float)glConfig.vidHeight;
texCoords[0][0] = box[0]; texCoords[0][1] = box[3];
texCoords[1][0] = box[2]; texCoords[1][1] = box[3];
texCoords[2][0] = box[2]; texCoords[2][1] = box[1];
texCoords[3][0] = box[0]; texCoords[3][1] = box[1];
box[0] = -1.0f;
box[1] = -1.0f;
box[2] = 1.0f;
box[3] = 1.0f;
VectorSet4(quadVerts[0], box[0], box[3], 0, 1);
VectorSet4(quadVerts[1], box[2], box[3], 0, 1);
VectorSet4(quadVerts[2], box[2], box[1], 0, 1);
VectorSet4(quadVerts[3], box[0], box[1], 0, 1);
GL_State(GLS_DEPTHTEST_DISABLE);
GLSL_BindProgram(&tr.shadowmaskShader);
GL_BindToTMU(tr.renderDepthImage, TB_COLORMAP);
if (r_shadowCascadeZFar->integer != 0)
{
GL_BindToTMU(tr.sunShadowDepthImage[0], TB_SHADOWMAP);
GL_BindToTMU(tr.sunShadowDepthImage[1], TB_SHADOWMAP2);
GL_BindToTMU(tr.sunShadowDepthImage[2], TB_SHADOWMAP3);
GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP4);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[0]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP2, backEnd.refdef.sunShadowMvp[1]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP3, backEnd.refdef.sunShadowMvp[2]);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP4, backEnd.refdef.sunShadowMvp[3]);
}
else
{
GL_BindToTMU(tr.sunShadowDepthImage[3], TB_SHADOWMAP);
GLSL_SetUniformMat4(&tr.shadowmaskShader, UNIFORM_SHADOWMVP, backEnd.refdef.sunShadowMvp[3]);
}
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWORIGIN, backEnd.refdef.vieworg);
{
vec3_t viewVector;
float zmax = backEnd.viewParms.zFar;
float ymax = zmax * tan(backEnd.viewParms.fovY * M_PI / 360.0f);
float xmax = zmax * tan(backEnd.viewParms.fovX * M_PI / 360.0f);
VectorScale(backEnd.refdef.viewaxis[0], zmax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWFORWARD, viewVector);
VectorScale(backEnd.refdef.viewaxis[1], xmax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWLEFT, viewVector);
VectorScale(backEnd.refdef.viewaxis[2], ymax, viewVector);
GLSL_SetUniformVec3(&tr.shadowmaskShader, UNIFORM_VIEWUP, viewVector);
GLSL_SetUniformVec4(&tr.shadowmaskShader, UNIFORM_VIEWINFO, viewInfo);
}
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
if (r_shadowBlur->integer)
{
viewInfo[2] = 1.0f / (float)(tr.screenScratchFbo->width);
viewInfo[3] = 1.0f / (float)(tr.screenScratchFbo->height);
FBO_Bind(tr.screenScratchFbo);
GLSL_BindProgram(&tr.depthBlurShader[0]);
GL_BindToTMU(tr.screenShadowImage, TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords);
FBO_Bind(tr.screenShadowFbo);
GLSL_BindProgram(&tr.depthBlurShader[1]);
GL_BindToTMU(tr.screenScratchImage, TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords);
}
}
if (r_ssao->integer)
{
vec4_t quadVerts[4];
vec2_t texCoords[4];
viewInfo[2] = 1.0f / ((float)(tr.quarterImage[0]->width) * tan(backEnd.viewParms.fovX * M_PI / 360.0f) * 2.0f);
viewInfo[3] = 1.0f / ((float)(tr.quarterImage[0]->height) * tan(backEnd.viewParms.fovY * M_PI / 360.0f) * 2.0f);
viewInfo[3] *= (float)backEnd.viewParms.viewportHeight / (float)backEnd.viewParms.viewportWidth;
FBO_Bind(tr.quarterFbo[0]);
qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
qglScissor(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
VectorSet4(quadVerts[0], -1, 1, 0, 1);
VectorSet4(quadVerts[1], 1, 1, 0, 1);
VectorSet4(quadVerts[2], 1, -1, 0, 1);
VectorSet4(quadVerts[3], -1, -1, 0, 1);
texCoords[0][0] = 0; texCoords[0][1] = 1;
texCoords[1][0] = 1; texCoords[1][1] = 1;
texCoords[2][0] = 1; texCoords[2][1] = 0;
texCoords[3][0] = 0; texCoords[3][1] = 0;
GL_State( GLS_DEPTHTEST_DISABLE );
GLSL_BindProgram(&tr.ssaoShader);
GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP);
GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
FBO_Bind(tr.quarterFbo[1]);
qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
qglScissor(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
GLSL_BindProgram(&tr.depthBlurShader[0]); GLSL_BindProgram(&tr.depthBlurShader[0]);
GL_BindToTMU(tr.screenShadowImage, TB_COLORMAP); GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP); GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo); GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
FBO_Bind(tr.screenShadowFbo);
FBO_Bind(tr.screenSsaoFbo);
qglViewport(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
qglScissor(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
GLSL_BindProgram(&tr.depthBlurShader[1]); GLSL_BindProgram(&tr.depthBlurShader[1]);
GL_BindToTMU(tr.screenScratchImage, TB_COLORMAP); GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP); GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo); GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
} }
} }
if (r_ssao->integer)
{
vec4_t quadVerts[4];
vec2_t texCoords[4];
viewInfo[2] = 1.0f / ((float)(tr.quarterImage[0]->width) * tan(backEnd.viewParms.fovX * M_PI / 360.0f) * 2.0f);
viewInfo[3] = 1.0f / ((float)(tr.quarterImage[0]->height) * tan(backEnd.viewParms.fovY * M_PI / 360.0f) * 2.0f);
viewInfo[3] *= (float)backEnd.viewParms.viewportHeight / (float)backEnd.viewParms.viewportWidth;
FBO_Bind(tr.quarterFbo[0]);
qglViewport(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
qglScissor(0, 0, tr.quarterFbo[0]->width, tr.quarterFbo[0]->height);
VectorSet4(quadVerts[0], -1, 1, 0, 1);
VectorSet4(quadVerts[1], 1, 1, 0, 1);
VectorSet4(quadVerts[2], 1, -1, 0, 1);
VectorSet4(quadVerts[3], -1, -1, 0, 1);
texCoords[0][0] = 0; texCoords[0][1] = 1;
texCoords[1][0] = 1; texCoords[1][1] = 1;
texCoords[2][0] = 1; texCoords[2][1] = 0;
texCoords[3][0] = 0; texCoords[3][1] = 0;
GL_State( GLS_DEPTHTEST_DISABLE );
GLSL_BindProgram(&tr.ssaoShader);
GL_BindToTMU(tr.hdrDepthImage, TB_COLORMAP);
GLSL_SetUniformVec4(&tr.ssaoShader, UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
viewInfo[2] = 1.0f / (float)(tr.quarterImage[0]->width);
viewInfo[3] = 1.0f / (float)(tr.quarterImage[0]->height);
FBO_Bind(tr.quarterFbo[1]);
qglViewport(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
qglScissor(0, 0, tr.quarterFbo[1]->width, tr.quarterFbo[1]->height);
GLSL_BindProgram(&tr.depthBlurShader[0]);
GL_BindToTMU(tr.quarterImage[0], TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
GLSL_SetUniformVec4(&tr.depthBlurShader[0], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
FBO_Bind(tr.screenSsaoFbo);
qglViewport(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
qglScissor(0, 0, tr.screenSsaoFbo->width, tr.screenSsaoFbo->height);
GLSL_BindProgram(&tr.depthBlurShader[1]);
GL_BindToTMU(tr.quarterImage[1], TB_COLORMAP);
GL_BindToTMU(tr.hdrDepthImage, TB_LIGHTMAP);
GLSL_SetUniformVec4(&tr.depthBlurShader[1], UNIFORM_VIEWINFO, viewInfo);
RB_InstantQuad2(quadVerts, texCoords); //, color, shaderProgram, invTexRes);
}
// reset viewport and scissor // reset viewport and scissor
FBO_Bind(oldFbo); FBO_Bind(oldFbo);
SetViewportAndScissor(); SetViewportAndScissor();
@ -1121,7 +1127,7 @@ const void *RB_DrawSurfs( const void *data ) {
qglDisable(GL_DEPTH_CLAMP); qglDisable(GL_DEPTH_CLAMP);
} }
if (!(backEnd.viewParms.flags & VPF_DEPTHSHADOW)) if (!isShadowView)
{ {
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs ); RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
@ -1608,6 +1614,19 @@ const void *RB_PostProcess(const void *data)
FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0); FBO_BlitFromTexture(tr.sunShadowDepthImage[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
} }
if (0 && r_shadows->integer == 4)
{
ivec4_t dstBox;
VectorSet4(dstBox, 0, glConfig.vidHeight - 128, 128, 128);
FBO_BlitFromTexture(tr.pshadowMaps[0], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 128, glConfig.vidHeight - 128, 128, 128);
FBO_BlitFromTexture(tr.pshadowMaps[1], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 256, glConfig.vidHeight - 128, 128, 128);
FBO_BlitFromTexture(tr.pshadowMaps[2], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
VectorSet4(dstBox, 384, glConfig.vidHeight - 128, 128, 128);
FBO_BlitFromTexture(tr.pshadowMaps[3], NULL, NULL, NULL, dstBox, NULL, NULL, 0);
}
if (0) if (0)
{ {
ivec4_t dstBox; ivec4_t dstBox;