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Use resolved depth texture for DOF with MSAA in Mobile
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@@ -446,7 +446,7 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
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RD::get_singleton()->draw_command_end_label();
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}
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void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) {
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void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data, bool p_use_msaa) {
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RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
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ERR_FAIL_NULL(p_render_data);
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@@ -530,7 +530,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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for (uint32_t i = 0; i < rb->get_view_count(); i++) {
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buffers.base_texture = use_upscaled_texture ? rb->get_upscaled_texture(i) : rb->get_internal_texture(i);
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buffers.depth_texture = rb->get_depth_texture(i);
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buffers.depth_texture = p_use_msaa ? rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, i, 0) : rb->get_depth_texture(i);
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buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
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// In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
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