Fix: EEVEE: Shadow: Huge performance drop caused by local lights
Punctual shadow maps were never tagged as updated, constantly refreshing themselves.
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@@ -86,6 +86,7 @@ struct ShadowTileMap : public ShadowTileMapData {
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clip_data_index = tiles_index_ / SHADOW_TILEDATA_PER_TILEMAP;
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/* Avoid uninitialized data. */
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this->grid_offset = int2(0);
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this->grid_shift = int2(0);
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this->set_dirty();
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}
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@@ -37,6 +37,7 @@ void main()
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if (gl_LocalInvocationIndex == 0u) {
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/* Reset shift to not tag for update more than once per sync cycle. */
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tilemaps_buf[tilemap_index].grid_shift = ivec2(0);
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tilemaps_buf[tilemap_index].is_dirty = false;
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directional_range_changed = 0;
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