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Use a different strategy to get textures from GPU (via buffers), for more compatibility.
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@@ -1989,7 +1989,7 @@ void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instanc
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rect.size.y = MAX(1, rect.size.y >> 1);
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//shrink limits to ensure plot does not go outside map
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if (gi_probe->dynamic_maps[i].mipmap > 0) {
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if (gi_probe->dynamic_maps[k].mipmap > 0) {
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for (int l = 0; l < 3; l++) {
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push_constant.limits[l] = MAX(1, push_constant.limits[l] >> 1);
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}
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@@ -2002,8 +2002,7 @@ void RasterizerSceneRD::gi_probe_update(RID p_probe, bool p_update_light_instanc
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push_constant.prev_rect_size[1] = push_constant.rect_size[1];
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push_constant.rect_size[0] = rect.size[0];
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push_constant.rect_size[1] = rect.size[1];
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push_constant.keep_downsample_color = gi_probe->dynamic_maps[i].mipmap <= 0;
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;
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push_constant.keep_downsample_color = gi_probe->dynamic_maps[k].mipmap <= 0;
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RD::get_singleton()->compute_list_add_barrier(compute_list);
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