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Use a different strategy to get textures from GPU (via buffers), for more compatibility.

This commit is contained in:
Juan Linietsky
2019-10-25 11:22:19 -03:00
parent a60edae506
commit 2af701fa03
3 changed files with 65 additions and 129 deletions

View File

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