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Merge pull request #108636 from clayjohn/MSAA-depth-mobile
Add depth resolve to the mobile renderer
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@@ -233,8 +233,6 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
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if (use_msaa) {
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color_buffer_id = textures.size();
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textures.push_back(render_buffers->get_internal_texture()); // color buffer for resolve
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// TODO add support for resolving depth buffer!!!
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}
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// Now define our subpasses
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@@ -1252,7 +1250,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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RD::get_singleton()->draw_list_end();
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} else {
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// We're done with our subpasses so end our container pass
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// note, if MSAA is used we should get an automatic resolve here
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// note, if MSAA is used we should get an automatic resolve of the color buffer here.
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RD::get_singleton()->draw_list_end();
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@@ -1276,8 +1274,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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_render_buffers_ensure_depth_texture(p_render_data);
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if (scene_state.used_depth_texture) {
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// Copy depth texture to backbuffer so we can read from it
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_render_buffers_copy_depth_texture(p_render_data);
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// Copy depth texture to backbuffer so we can read from it.
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_render_buffers_copy_depth_texture(p_render_data, use_msaa);
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}
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}
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