Merge pull request #74150 from BastiaanOlij/fix_mobile_msaa_2d

Use MSAA 2D texture in multipass tonemapper
This commit is contained in:
Rémi Verschelde 2023-03-02 11:42:13 +01:00
commit 31eccb5501
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GPG Key ID: C3336907360768E1
3 changed files with 17 additions and 3 deletions

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@ -271,7 +271,12 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
// - add blit to 2D pass
RID render_target = render_buffers->get_render_target();
ERR_FAIL_COND_V(render_target.is_null(), RID());
RID target_buffer = texture_storage->render_target_get_rd_texture(render_target);
RID target_buffer;
if (texture_storage->render_target_get_msaa(render_target) == RS::VIEWPORT_MSAA_DISABLED) {
target_buffer = texture_storage->render_target_get_rd_texture(render_target);
} else {
target_buffer = texture_storage->render_target_get_rd_texture_msaa(render_target);
}
ERR_FAIL_COND_V(target_buffer.is_null(), RID());
int target_buffer_id = textures.size();
@ -742,14 +747,15 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
// We do this last because our get_color_fbs creates and caches the framebuffer if we need it.
if (using_subpass_post_process && rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) {
RID four_subpasses = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES);
if (using_subpass_post_process && four_subpasses.is_null()) {
// can't do blit subpass because we don't have all subpasses
using_subpass_post_process = false;
}
if (using_subpass_post_process) {
// all as subpasses
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES);
framebuffer = four_subpasses;
} else if (using_subpass_transparent) {
// our tonemap pass is separate
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_THREE_SUBPASSES);

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@ -2907,6 +2907,13 @@ RID TextureStorage::render_target_get_rd_texture_slice(RID p_render_target, uint
}
}
RID TextureStorage::render_target_get_rd_texture_msaa(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, RID());
return rt->color_multisample;
}
RID TextureStorage::render_target_get_rd_backbuffer(RID p_render_target) {
RenderTarget *rt = render_target_owner.get_or_null(p_render_target);
ERR_FAIL_COND_V(!rt, RID());

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@ -741,6 +741,7 @@ public:
RID render_target_get_rd_framebuffer(RID p_render_target);
RID render_target_get_rd_texture(RID p_render_target);
RID render_target_get_rd_texture_slice(RID p_render_target, uint32_t p_layer);
RID render_target_get_rd_texture_msaa(RID p_render_target);
RID render_target_get_rd_backbuffer(RID p_render_target);
RID render_target_get_rd_backbuffer_framebuffer(RID p_render_target);