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Resolve load and store ops automatically for render passes for discardable textures.
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@@ -282,7 +282,7 @@ void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_proj
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// And draw our frustum.
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RD::FramebufferFormatID fb_format_id = RD::get_singleton()->framebuffer_get_format(p_dest_fb);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, rect);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, rect);
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RID pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
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@@ -326,7 +326,7 @@ void DebugEffects::draw_shadow_frustum(RID p_light, const Projection &p_cam_proj
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rect.size.x *= atlas_rect_norm.size.x;
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rect.size.y *= atlas_rect_norm.size.y;
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draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 0.0, 0, rect);
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draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::DRAW_DEFAULT_ALL, Vector<Color>(), 1.0f, 0, rect);
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pipeline = shadow_frustum.pipelines[SFP_TRANSPARENT].get_render_pipeline(frustum.vertex_format, fb_format_id);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline);
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@@ -351,7 +351,7 @@ void DebugEffects::draw_motion_vectors(RID p_velocity, RID p_depth, RID p_dest_f
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RD::Uniform u_source_velocity(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_velocity }));
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RD::Uniform u_source_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_depth }));
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb, RD::INITIAL_ACTION_LOAD, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_DISCARD, RD::FINAL_ACTION_DISCARD);
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_fb);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, motion_vectors.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_fb), false, RD::get_singleton()->draw_list_get_current_pass()));
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Projection correction;
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