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Detect possible usage of SSS and screen textures at load time to allocate needed resources at load time.
This allows us to avoid a class of pipeline compilation stutters and stutters from allocating screen textures.
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@@ -102,7 +102,9 @@ protected:
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bool _compositor_effects_has_flag(const RenderDataRD *p_render_data, RS::CompositorEffectFlags p_flag, RS::CompositorEffectCallbackType p_callback_type = RS::COMPOSITOR_EFFECT_CALLBACK_TYPE_ANY);
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bool _has_compositor_effect(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data);
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void _process_compositor_effects(RS::CompositorEffectCallbackType p_callback_type, const RenderDataRD *p_render_data);
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void _render_buffers_ensure_screen_texture(const RenderDataRD *p_render_data);
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void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data);
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void _render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data);
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void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data);
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void _render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data);
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void _post_process_subpass(RID p_source_texture, RID p_framebuffer, const RenderDataRD *p_render_data);
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