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Move luminance effect into its own class and use new buffers system
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@@ -94,28 +94,6 @@ void RenderSceneBuffersRD::cleanup() {
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free_named_texture(E.value);
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}
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named_textures.clear();
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// old stuff, to be re-evaluated...
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for (int i = 0; i < luminance.fb.size(); i++) {
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RD::get_singleton()->free(luminance.fb[i]);
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}
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luminance.fb.clear();
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for (int i = 0; i < luminance.reduce.size(); i++) {
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RD::get_singleton()->free(luminance.reduce[i]);
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}
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luminance.reduce.clear();
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if (luminance.current_fb.is_valid()) {
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RD::get_singleton()->free(luminance.current_fb);
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luminance.current_fb = RID();
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}
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if (luminance.current.is_valid()) {
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RD::get_singleton()->free(luminance.current);
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luminance.current = RID();
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}
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}
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void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) {
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@@ -213,15 +213,6 @@ public:
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// 2 full size, 2 half size
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WeightBuffers weight_buffers[4]; // Only used in raster
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struct Luminance {
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Vector<RID> reduce;
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RID current;
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// used only on mobile renderer
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Vector<RID> fb;
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RID current_fb;
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} luminance;
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};
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#endif // RENDER_SCENE_BUFFERS_RD_H
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