Merge pull request #68487 from clayjohn/RD-mobile-raster

Use raster versions of copy effects for 2D operations when using the mobile renderer
This commit is contained in:
Rémi Verschelde 2022-11-15 10:27:43 +01:00
commit 1e9a61cd40
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GPG key ID: C3336907360768E1
6 changed files with 156 additions and 42 deletions

View file

@ -56,6 +56,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
blur_modes.push_back("\n#define MODE_SET_COLOR\n"); // BLUR_MODE_SET_COLOR
blur_raster.shader.initialize(blur_modes);
memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
@ -105,6 +106,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_COPY2
copy_modes.push_back("\n#define MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW
copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH
copy_modes.push_back("\n#define MODE_SET_COLOR\n"); // COPY_TO_FB_SET_COLOR
copy_to_fb.shader.initialize(copy_modes);
@ -535,7 +537,7 @@ void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuff
RD::get_singleton()->draw_list_draw(draw_list, true);
}
void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview) {
void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview, bool p_alpha_to_one) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@ -555,6 +557,9 @@ void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffe
if (p_srgb) {
copy_to_fb.push_constant.srgb = true;
}
if (p_alpha_to_one) {
copy_to_fb.push_constant.alpha_to_one = true;
}
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@ -608,8 +613,6 @@ void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
@ -641,7 +644,6 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
//HORIZONTAL
RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
@ -654,6 +656,43 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
RD::get_singleton()->compute_list_end();
}
void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian blur with the clustered renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
BlurRasterMode blur_mode = BLUR_MODE_GAUSSIAN_BLUR;
blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
ERR_FAIL_COND(shader.is_null());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
@ -882,6 +921,36 @@ void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect
RD::get_singleton()->compute_list_end();
}
void CopyEffects::set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region) {
ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the set_color shader with the clustered renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
copy_to_fb.push_constant.set_color[0] = p_color.r;
copy_to_fb.push_constant.set_color[1] = p_color.g;
copy_to_fb.push_constant.set_color[2] = p_color.b;
copy_to_fb.push_constant.set_color[3] = p_color.a;
RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
CopyToFBMode mode = COPY_TO_FB_SET_COLOR;
RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_region);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
void CopyEffects::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);

View file

@ -63,6 +63,8 @@ private:
BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
BLUR_MODE_COPY,
BLUR_MODE_SET_COLOR,
BLUR_MODE_MAX
};
@ -174,6 +176,8 @@ private:
COPY_TO_FB_MULTIVIEW,
COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
COPY_TO_FB_SET_COLOR,
COPY_TO_FB_MAX,
};
@ -186,7 +190,9 @@ private:
uint32_t force_luminance;
uint32_t alpha_to_zero;
uint32_t srgb;
uint32_t pad;
uint32_t alpha_to_one;
float set_color[4];
};
struct CopyToFb {
@ -316,11 +322,12 @@ public:
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false);
void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false);
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
void gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size);
void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
@ -328,6 +335,7 @@ public:
void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
void set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region);
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);

View file

@ -53,30 +53,31 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
// Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
// For Gaussian Blur we use 13 taps in a single pass instead of 12 taps over 2 passes.
// This minimizes the number of times we change framebuffers which is very important for mobile.
// Source: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
vec4 A = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, -1.0));
vec4 B = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, -1.0));
vec4 C = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, -1.0));
vec4 D = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, -0.5));
vec4 E = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, -0.5));
vec4 F = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 0.0));
vec4 G = texture(source_color, uv_interp);
vec4 H = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 0.0));
vec4 I = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, 0.5));
vec4 J = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, 0.5));
vec4 K = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 1.0));
vec4 L = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, 1.0));
vec4 M = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 1.0));
// note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount.
float base_weight = 0.5 / 4.0;
float lesser_weight = 0.125 / 4.0;
if (bool(blur.flags & FLAG_HORIZONTAL)) {
vec2 pix_size = blur.pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
frag_color = color;
} else {
vec2 pix_size = blur.pixel_size;
vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
frag_color = color;
}
frag_color = (D + E + I + J) * base_weight;
frag_color += (A + B + G + F) * lesser_weight;
frag_color += (B + C + H + G) * lesser_weight;
frag_color += (F + G + L + K) * lesser_weight;
frag_color += (G + H + M + L) * lesser_weight;
#endif
#ifdef MODE_GAUSSIAN_GLOW

View file

@ -194,10 +194,10 @@ void main() {
color = min(color * feedback, vec4(params.glow_luminance_cap));
}
#endif
#endif // MODE_GLOW
imageStore(dest_buffer, pos + params.target, color);
#endif
#endif // MODE_GAUSSIAN_BLUR
#ifdef MODE_SIMPLE_COPY
@ -227,7 +227,7 @@ void main() {
imageStore(dest_buffer, pos + params.target, color);
#endif
#endif // MODE_SIMPLE_COPY
#ifdef MODE_SIMPLE_COPY_DEPTH
@ -239,7 +239,7 @@ void main() {
imageStore(dest_buffer, pos + params.target, vec4(color.r));
#endif
#endif // MODE_SIMPLE_COPY_DEPTH
#ifdef MODE_LINEARIZE_DEPTH_COPY
@ -253,7 +253,7 @@ void main() {
}
imageStore(dest_buffer, pos + params.target, color);
#endif
#endif // MODE_LINEARIZE_DEPTH_COPY
#if defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
@ -276,7 +276,7 @@ void main() {
vec4 color = textureLod(source_color, vec4(normal, params.camera_z_far), 0.0); //the biggest the lod the least the acne
#endif
imageStore(dest_buffer, pos + params.target, color);
#endif
#endif // defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
#ifdef MODE_SET_COLOR
imageStore(dest_buffer, pos + params.target, params.set_color);

View file

@ -26,7 +26,11 @@ layout(push_constant, std430) uniform Params {
bool use_section;
bool force_luminance;
uint pad[3];
bool alpha_to_zero;
bool srgb;
bool alpha_to_one;
vec4 color;
}
params;
@ -72,7 +76,9 @@ layout(push_constant, std430) uniform Params {
bool force_luminance;
bool alpha_to_zero;
bool srgb;
uint pad;
bool alpha_to_one;
vec4 color;
}
params;
@ -105,6 +111,10 @@ vec3 linear_to_srgb(vec3 color) {
}
void main() {
#ifdef MODE_SET_COLOR
frag_color = params.color;
#else
#ifdef MULTIVIEW
vec3 uv = uv_interp;
#else
@ -164,6 +174,10 @@ void main() {
if (params.srgb) {
color.rgb = linear_to_srgb(color.rgb);
}
if (params.alpha_to_one) {
color.a = 1.0;
}
frag_color = color;
#endif // MODE_SET_COLOR
}

View file

@ -3119,9 +3119,11 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
// TODO figure out stereo support here
//single texture copy for backbuffer
//RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
} else {
copy_effects->copy_to_fb_rect(rt->color, rt->backbuffer_fb, region, false, false, false, false, RID(), false, true);
}
if (!p_gen_mipmaps) {
return;
@ -3130,6 +3132,8 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
//then mipmap blur
RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps.
Size2i texture_size = rt->size;
for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
region.position.x >>= 1;
region.position.y >>= 1;
@ -3137,7 +3141,13 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
region.size.y = MAX(1, region.size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
} else {
texture_size.x = MAX(1, texture_size.x >> 1);
texture_size.y = MAX(1, texture_size.y >> 1);
copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size);
}
prev_texture = mipmap;
}
RD::get_singleton()->draw_command_end_label();
@ -3165,7 +3175,11 @@ void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const
}
//single texture copy for backbuffer
copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
} else {
copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
}
}
void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
@ -3191,6 +3205,7 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
RD::get_singleton()->draw_command_begin_label("Gaussian Blur Mipmaps2");
//then mipmap blur
RID prev_texture = rt->backbuffer_mipmap0;
Size2i texture_size = rt->size;
for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
region.position.x >>= 1;
@ -3199,7 +3214,14 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
region.size.y = MAX(1, region.size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
} else {
texture_size.x = MAX(1, texture_size.x >> 1);
texture_size.y = MAX(1, texture_size.y >> 1);
copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size);
}
prev_texture = mipmap;
}
RD::get_singleton()->draw_command_end_label();