Use early bailing to improve 3D shadow filtering performance in GLES3 #54160
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Early bailing makes PCF13 much faster than it previously was. The performance difference between PCF5 and PCF13 is now much lower.
Subtle artifacts may be visible in shadow corners, but they're unnoticeable in actual gameplay (especially with textures added):
I've tried to implement a similar approach in the PCF16 filter used in GLES2, but I couldn't get a convincing result (even by making two extra samples to match the diamond pattern used by GLES3). It brought noticeable performance improvements just like in GLES3, still.
Preview
Performance metrics are included in the top-left corner of each screenshot.
GLES2 (not included in this PR for quality reasons)
Just to give an idea of the performance improvements: