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Resolve load and store ops automatically for render passes for discardable textures.
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@@ -646,7 +646,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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if (use_intermediate_fb) {
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// If we use FSR to upscale we need to write our result into an intermediate buffer.
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// Note that this is cached so we only create the texture the first time.
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RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT);
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RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true);
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dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture);
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} else {
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// If we do a bilinear upscale we just render into our render target and our shader will upscale automatically.
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