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Enable using filtering on boot image in RD renderer
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@@ -174,13 +174,19 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
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texture_storage->texture_2d_initialize(texture, p_image);
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RID rd_texture = texture_storage->texture_get_rd_texture(texture);
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RD::SamplerState sampler_state;
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sampler_state.min_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;
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sampler_state.mag_filter = p_use_filter ? RD::SAMPLER_FILTER_LINEAR : RD::SAMPLER_FILTER_NEAREST;
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sampler_state.max_lod = 0;
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RID sampler = RD::get_singleton()->sampler_create(sampler_state);
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RID uset;
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{
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Vector<RD::Uniform> uniforms;
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RD::Uniform u;
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u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u.binding = 0;
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u.append_id(blit.sampler);
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u.append_id(sampler);
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u.append_id(rd_texture);
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uniforms.push_back(u);
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uset = RD::get_singleton()->uniform_set_create(uniforms, blit.shader.version_get_shader(blit.shader_version, BLIT_MODE_NORMAL), 0);
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@@ -241,6 +247,7 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
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RD::get_singleton()->swap_buffers();
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texture_storage->texture_free(texture);
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RD::get_singleton()->free(sampler);
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}
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RendererCompositorRD *RendererCompositorRD::singleton = nullptr;
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