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Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp')
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp10
1 files changed, 7 insertions, 3 deletions
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 646bdc5436..9d4d266a7a 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -368,7 +368,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.base_texture = rb->get_internal_texture(i);
buffers.depth_texture = rb->get_depth_texture(i);
- // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
+ // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
bokeh_dof->bokeh_dof_compute(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
@@ -391,7 +391,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
buffers.depth_texture = rb->get_depth_texture(i);
buffers.base_fb = FramebufferCacheRD::get_singleton()->get_cache(buffers.base_texture); // TODO move this into bokeh_dof_raster, we can do this internally
- // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustrum
+ // In stereo p_render_data->z_near and p_render_data->z_far can be offset for our combined frustum.
float z_near = p_render_data->scene_data->view_projection[i].get_z_near();
float z_far = p_render_data->scene_data->view_projection[i].get_z_far();
bokeh_dof->bokeh_dof_raster(buffers, p_render_data->camera_attributes, z_near, z_far, p_render_data->scene_data->cam_orthogonal);
@@ -552,6 +552,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
tonemap.view_count = rb->get_view_count();
+ tonemap.convert_to_srgb = !texture_storage->render_target_is_using_hdr(render_target);
+
RID dest_fb;
if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) {
// If we use FSR to upscale we need to write our result into an intermediate buffer.
@@ -647,6 +649,8 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
tonemap.view_count = rb->get_view_count();
+ tonemap.convert_to_srgb = !texture_storage->render_target_is_using_hdr(rb->get_render_target());
+
tone_mapper->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
RD::get_singleton()->draw_command_end_label();
@@ -697,7 +701,7 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_ren
copy_effects->copy_to_fb_rect(shadow_atlas_texture, dest_fb, Rect2i(Vector2(), size), false, true);
- // Visualise our view frustum to show coverage.
+ // Visualize our view frustum to show coverage.
for (int i = 0; i < p_render_data->render_shadow_count; i++) {
RID light = p_render_data->render_shadows[i].light;
RID base = light_storage->light_instance_get_base_light(light);