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author | Thaddeus Crews <repiteo@outlook.com> | 2024-11-27 10:47:29 -0600 |
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committer | Thaddeus Crews <repiteo@outlook.com> | 2024-11-27 10:47:29 -0600 |
commit | ed01f5f2aa8e5a4c7103417f78259c5c9d9471ff (patch) | |
tree | c07cc6c07b939c38742c67a318e3ec7db6dc6dfa /servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | |
parent | ce4674a0a5085746e4f4014fd6b3250248c0b52d (diff) | |
parent | 6d5ac8f7ef4a3ddaf50720ab473b9dffece21674 (diff) | |
download | redot-engine-ed01f5f2aa8e5a4c7103417f78259c5c9d9471ff.tar.gz |
Merge pull request #98670 from DarioSamo/rd-transient-targets
Automatically resolve initial and final action for draw lists.
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 4417f6832c..7ef42aa791 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -646,7 +646,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende if (use_intermediate_fb) { // If we use FSR to upscale we need to write our result into an intermediate buffer. // Note that this is cached so we only create the texture the first time. - RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT); + RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT, RD::TEXTURE_SAMPLES_1, Size2i(), 0, 1, true, true); dest_fb = FramebufferCacheRD::get_singleton()->get_cache(dest_texture); } else { // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically. |