57a3ab29cc83ca820bedcee51ffb1371658b8c3d
Optimization of EEVEE Next's Virtual Shadow Maps for TBDRs. The core of these optimizations lie in eliminating use of atomic shadow atlas writes and instead utilise tile memory to perform depth accumulation as a secondary pass once all geometry updates for a given shadow view have been updated. This also allows use of fast on-tile depth testing/sorting, reducing overdraw and redundant fragment operations, while also allowing for tile indirection calculations to be offloaded into the vertex shader to increase fragment storage efficiency and throughput. Authored by Apple: Michael Parkin-White Co-authored-by: Michael Parkin-White <mparkinwhite@apple.com> Co-authored-by: Clément Foucault <foucault.clem@gmail.com> Pull Request: https://projects.blender.org/blender/blender/pulls/111283
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