- do not perform shadowmap updates when dynamic lights are disabled.

This commit is contained in:
Christoph Oelckers 2021-08-11 08:08:29 +02:00
parent 6a63d9e70e
commit c24f644a61
2 changed files with 4 additions and 2 deletions

View file

@ -25,6 +25,7 @@
#include "hw_dynlightdata.h"
#include "buffers.h"
#include "shaderuniforms.h"
#include "g_cvars.h"
#include "hwrenderer/postprocessing/hw_postprocess.h"
/*
@ -98,7 +99,7 @@ bool IShadowMap::PerformUpdate()
LightsProcessed = 0;
LightsShadowmapped = 0;
if (gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && CollectLights != nullptr)
if (gl_lights && gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER) && CollectLights != nullptr)
{
UpdateCycles.Clock();
UploadAABBTree();

View file

@ -40,6 +40,7 @@
#include "flatvertices.h"
#include "v_palette.h"
#include "d_main.h"
#include "g_cvars.h"
#include "hw_lightbuffer.h"
#include "hw_cvars.h"
@ -107,7 +108,7 @@ sector_t* RenderViewpoint(FRenderViewpoint& mainvp, AActor* camera, IntRect* bou
R_SetupFrame(mainvp, r_viewwindow, camera);
if (mainview && toscreen && !(camera->Level->flags3 & LEVEL3_NOSHADOWMAP) && gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER))
if (mainview && toscreen && !(camera->Level->flags3 & LEVEL3_NOSHADOWMAP) && gl_lights && gl_light_shadowmap && (screen->hwcaps & RFL_SHADER_STORAGE_BUFFER))
{
screen->SetAABBTree(camera->Level->aabbTree);
screen->mShadowMap.SetCollectLights([=] {