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Merge pull request #108636 from clayjohn/MSAA-depth-mobile

Add depth resolve to the mobile renderer
This commit is contained in:
Thaddeus Crews
2025-09-17 11:34:13 -05:00
8 changed files with 131 additions and 27 deletions

View File

@@ -233,8 +233,6 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
if (use_msaa) {
color_buffer_id = textures.size();
textures.push_back(render_buffers->get_internal_texture()); // color buffer for resolve
// TODO add support for resolving depth buffer!!!
}
// Now define our subpasses
@@ -1252,7 +1250,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RD::get_singleton()->draw_list_end();
} else {
// We're done with our subpasses so end our container pass
// note, if MSAA is used we should get an automatic resolve here
// note, if MSAA is used we should get an automatic resolve of the color buffer here.
RD::get_singleton()->draw_list_end();
@@ -1276,8 +1274,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
_render_buffers_ensure_depth_texture(p_render_data);
if (scene_state.used_depth_texture) {
// Copy depth texture to backbuffer so we can read from it
_render_buffers_copy_depth_texture(p_render_data);
// Copy depth texture to backbuffer so we can read from it.
_render_buffers_copy_depth_texture(p_render_data, use_msaa);
}
}