Merge pull request #87505 from BastiaanOlij/fix_mobile_refprobe_validation

Fix framebuffer created for reflection probe in mobile renderer
This commit is contained in:
Yuri Sizov 2024-01-24 14:08:52 +01:00
commit b698204a1e

View file

@ -263,28 +263,11 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe
RID RenderForwardMobile::reflection_probe_create_framebuffer(RID p_color, RID p_depth) {
// Our attachments
Vector<RID> fb;
fb.push_back(p_color); // 0
fb.push_back(p_depth); // 1
Vector<RID> attachments;
attachments.push_back(p_color); // 0
attachments.push_back(p_depth); // 1
// Now define our subpasses
Vector<RD::FramebufferPass> passes;
RD::FramebufferPass pass;
// re-using the same attachments
pass.color_attachments.push_back(0);
pass.depth_attachment = 1;
// - opaque pass
passes.push_back(pass);
// - sky pass
passes.push_back(pass);
// - alpha pass
passes.push_back(pass);
return RD::get_singleton()->framebuffer_create_multipass(fb, passes);
return RD::get_singleton()->framebuffer_create(attachments);
}
void RenderForwardMobile::setup_render_buffer_data(Ref<RenderSceneBuffersRD> p_render_buffers) {
@ -1049,10 +1032,6 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, samplers, true);
if (rb_data.is_valid()) {
framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_RENDER_PASS);
}
// this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation
//_setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false);