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Optionally scale 3D render content

This commit is contained in:
Bastiaan Olij
2021-08-19 11:52:06 +10:00
parent 6e87d62873
commit 64626cc435
15 changed files with 184 additions and 34 deletions

View File

@@ -86,12 +86,13 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
clear();
bool is_half_resolution = false; // Set this once we support this feature.
msaa = p_msaa;
Size2i target_size = RD::get_singleton()->texture_size(p_target_buffer);
width = p_width;
height = p_height;
bool is_scaled = (target_size.width != p_width) || (target_size.height != p_height);
view_count = p_view_count;
color = p_color_buffer;
@@ -124,7 +125,7 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
passes.push_back(pass);
color_fbs[FB_CONFIG_THREE_SUBPASSES] = RD::get_singleton()->framebuffer_create_multipass(fb, passes, RenderingDevice::INVALID_ID, view_count);
if (!is_half_resolution) {
if (!is_scaled) {
// - add blit to 2D pass
fb.push_back(p_target_buffer); // 2 - target buffer
@@ -211,7 +212,7 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_b
color_fbs[FB_CONFIG_ONE_PASS] = RD::get_singleton()->framebuffer_create_multipass(fb, one_pass_with_resolve, RenderingDevice::INVALID_ID, view_count);
}
if (!is_half_resolution) {
if (!is_scaled) {
// - add blit to 2D pass
fb.push_back(p_target_buffer); // 3 - target buffer
RD::FramebufferPass blit_pass;
@@ -497,7 +498,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
bool using_subpass_transparent = true;
bool using_subpass_post_process = true;
bool is_half_resolution = false; // Set this once we support this feature.
bool using_ssr = false; // I don't think we support this in our mobile renderer so probably should phase it out
bool using_sss = false; // I don't think we support this in our mobile renderer so probably should phase it out
@@ -518,7 +518,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
screen_size.x = render_buffer->width;
screen_size.y = render_buffer->height;
if (is_half_resolution) {
if (render_buffer->color_fbs[FB_CONFIG_FOUR_SUBPASSES].is_null()) {
// can't do blit subpass
using_subpass_post_process = false;
} else if (env && (env->glow_enabled || env->auto_exposure || camera_effects_uses_dof(p_render_data->camera_effects))) {