You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Merge pull request #108636 from clayjohn/MSAA-depth-mobile
Add depth resolve to the mobile renderer
This commit is contained in:
@@ -5044,7 +5044,6 @@ RenderForwardClustered::RenderForwardClustered() {
|
||||
_update_shader_quality_settings();
|
||||
_update_global_pipeline_data_requirements_from_project();
|
||||
|
||||
resolve_effects = memnew(RendererRD::Resolve());
|
||||
taa = memnew(RendererRD::TAA);
|
||||
fsr2_effect = memnew(RendererRD::FSR2Effect);
|
||||
ss_effects = memnew(RendererRD::SSEffects);
|
||||
@@ -5082,11 +5081,6 @@ RenderForwardClustered::~RenderForwardClustered() {
|
||||
}
|
||||
#endif
|
||||
|
||||
if (resolve_effects != nullptr) {
|
||||
memdelete(resolve_effects);
|
||||
resolve_effects = nullptr;
|
||||
}
|
||||
|
||||
RD::get_singleton()->free(shadow_sampler);
|
||||
RSG::light_storage->directional_shadow_atlas_set_size(0);
|
||||
|
||||
|
||||
@@ -37,7 +37,6 @@
|
||||
#include "servers/rendering/renderer_rd/effects/metal_fx.h"
|
||||
#endif
|
||||
#include "servers/rendering/renderer_rd/effects/motion_vectors_store.h"
|
||||
#include "servers/rendering/renderer_rd/effects/resolve.h"
|
||||
#include "servers/rendering/renderer_rd/effects/ss_effects.h"
|
||||
#include "servers/rendering/renderer_rd/effects/taa.h"
|
||||
#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
|
||||
@@ -716,7 +715,6 @@ private:
|
||||
|
||||
/* Effects */
|
||||
|
||||
RendererRD::Resolve *resolve_effects = nullptr;
|
||||
RendererRD::TAA *taa = nullptr;
|
||||
RendererRD::FSR2Effect *fsr2_effect = nullptr;
|
||||
RendererRD::SSEffects *ss_effects = nullptr;
|
||||
|
||||
Reference in New Issue
Block a user