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Use subpasses to do 3D rendering and resolve in mobile renderer
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@@ -183,7 +183,7 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::clear() {
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}
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}
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void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
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void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count) {
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clear();
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ERR_FAIL_COND_MSG(p_view_count != 1, "Multiple views is currently not supported in this renderer, please use the mobile renderer for VR support");
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@@ -1555,6 +1555,14 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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}
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RD::get_singleton()->draw_command_end_label();
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if (p_render_data->render_buffers.is_valid()) {
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_debug_draw_cluster(p_render_data->render_buffers);
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RENDER_TIMESTAMP("Tonemap");
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_render_buffers_post_process_and_tonemap(p_render_data);
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}
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}
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void RenderForwardClustered::_render_shadow_begin() {
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@@ -112,7 +112,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
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void ensure_specular();
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void ensure_voxelgi();
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void clear();
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virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
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virtual void configure(RID p_color_buffer, RID p_depth_buffer, RID p_target_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa, uint32_t p_view_count);
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~RenderBufferDataForwardClustered();
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};
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