diff options
Diffstat (limited to 'servers/rendering/renderer_rd/renderer_scene_render_rd.cpp')
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 16 |
1 files changed, 15 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 d10443d6ad..1a33f1d6e0 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -365,6 +365,8 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende RID color_texture = use_upscaled_texture ? rb->get_upscaled_texture() : rb->get_internal_texture(); Size2i color_size = use_upscaled_texture ? target_size : rb->get_internal_size(); + bool dest_is_msaa_2d = rb->get_view_count() == 1 && texture_storage->render_target_get_msaa(render_target) != RS::VIEWPORT_MSAA_DISABLED; + if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes)) { RENDER_TIMESTAMP("Depth of Field"); RD::get_singleton()->draw_command_begin_label("DOF"); @@ -581,7 +583,12 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende // If we do a bilinear upscale we just render into our render target and our shader will upscale automatically. // Target size in this case is lying as we never get our real target size communicated. // Bit nasty but... - dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target); + + if (dest_is_msaa_2d) { + dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target)); + } else { + dest_fb = texture_storage->render_target_get_rd_framebuffer(render_target); + } } tone_mapper->tonemapper(color_texture, dest_fb, tonemap); @@ -599,6 +606,13 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende fsr->fsr_upscale(rb, source_texture, dest_texture); } + if (dest_is_msaa_2d) { + // We can't upscale directly into our MSAA buffer so we need to do a copy + RID source_texture = texture_storage->render_target_get_rd_texture(render_target); + RID dest_fb = FramebufferCacheRD::get_singleton()->get_cache(texture_storage->render_target_get_rd_texture_msaa(render_target)); + copy_effects->copy_to_fb_rect(source_texture, dest_fb, Rect2i(Point2i(), rb->get_target_size())); + } + RD::get_singleton()->draw_command_end_label(); } |