1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-05 12:10:55 +00:00

Use resolved depth texture for DOF with MSAA in Mobile

This commit is contained in:
Kaleb Reid
2025-10-05 13:26:10 -07:00
parent 06827c91c6
commit ac8491ae72
3 changed files with 9 additions and 4 deletions

View File

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