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authorRémi Verschelde <rverschelde@gmail.com>2023-08-07 14:55:10 +0200
committerRémi Verschelde <rverschelde@gmail.com>2023-08-07 14:55:10 +0200
commitff70ce158c0d021352ace5579912d524ef471af1 (patch)
tree6d4a81cd0d4d0a5b1f59e43e06644bfe10ab2b92 /servers
parent0422e9e2a279744f2805265e31f2b4de50071c47 (diff)
parent666e91b9ff5e38a6ffb7ba5f714b6de1ecd5cebd (diff)
downloadredot-engine-ff70ce158c0d021352ace5579912d524ef471af1.tar.gz
Merge pull request #80315 from darksylinc/matias-ssil-validation-fix
Fix validation error when enabling SSIL alone
Diffstat (limited to 'servers')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 2fe6949e32..4381ac3f36 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1847,7 +1847,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID());
- bool finish_depth = using_ssao || using_sdfgi || using_voxelgi;
+ bool finish_depth = using_ssao || using_ssil || using_sdfgi || using_voxelgi;
RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
_render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);