Historically, there were several inefficiences in the way stencil shadows were combined with antialiasing.
The first improvement landed in 2.10, and fixed most of the slowdown (not even tracked, I suppose).
The second improvement landed in the just released dev16617-10107 (5851), and further reduced bandwidth.
Now turning antialiasing on increases stencil bandwidth by constant multiplier.
So regardless of scene, the different between antialiasing Off and 2x and between 2x
Yes, the shader does not compile:
uniform usampler2D u_sourceTexture;
vec4 sample(ivec2 pixelCoords) {
// fetch from base LOD level
return texelFetch(u_sourceTexture, clampPixelCoords(pixelCoords), 0);
}
Since texture is usampler2D, texelFetch returns uvec4, i.e. vector unsigned, while the function should return vec4, i.e. vector of floats.
However, according to official docs , it should work:
So it looks like an issue in the driver.
Try to put