Revert early version of PR #105175

This reverts commit 6225e25f4a.
This commit is contained in:
Thaddeus Crews 2025-04-10 11:09:12 -05:00
parent 819bb61710
commit d534107926
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GPG key ID: 8C6E5FEB5FC03CCC
4 changed files with 21 additions and 84 deletions

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@ -315,32 +315,6 @@ void RendererSceneRenderRD::_process_compositor_effects(RS::CompositorEffectCall
}
}
void RendererSceneRenderRD::_render_buffers_ensure_screen_texture(const RenderDataRD *p_render_data) {
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
if (!rb->has_internal_texture()) {
// We're likely rendering reflection probes where we can't use our backbuffers.
return;
}
bool can_use_storage = _render_buffers_can_be_storage();
Size2i size = rb->get_internal_size();
// When upscaling, the blur texture needs to be at the target size for post-processing to work. We prefer to use a
// dedicated backbuffer copy texture instead if the blur texture is not an option so shader effects work correctly.
Size2i target_size = rb->get_target_size();
bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
if (reuse_blur_texture) {
rb->allocate_blur_textures();
} else {
uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);
}
}
void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) {
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
@ -362,8 +336,12 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
bool internal_size_matches = (size.width == target_size.width) && (size.height == target_size.height);
bool reuse_blur_texture = !rb->has_upscaled_texture() || internal_size_matches;
if (reuse_blur_texture) {
rb->allocate_blur_textures();
texture_name = RB_TEX_BLUR_0;
} else {
uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
usage_bits |= can_use_storage ? RD::TEXTURE_USAGE_STORAGE_BIT : RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_COLOR, rb->get_base_data_format(), usage_bits);
texture_name = RB_TEX_BACK_COLOR;
}
@ -395,23 +373,6 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
RD::get_singleton()->draw_command_end_label();
}
void RendererSceneRenderRD::_render_buffers_ensure_depth_texture(const RenderDataRD *p_render_data) {
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
if (!rb->has_depth_texture()) {
// We're likely rendering reflection probes where we can't use our backbuffers.
return;
}
// Note, this only creates our back depth texture if we haven't already created it.
uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // Set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
}
void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataRD *p_render_data) {
Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers;
ERR_FAIL_COND(rb.is_null());
@ -423,6 +384,13 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR
RD::get_singleton()->draw_command_begin_label("Copy depth texture");
// note, this only creates our back depth texture if we haven't already created it.
uint32_t usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; // set this as color attachment because we're copying data into it, it's not actually used as a depth buffer
rb->create_texture(RB_SCOPE_BUFFERS, RB_TEX_BACK_DEPTH, RD::DATA_FORMAT_R32_SFLOAT, usage_bits, RD::TEXTURE_SAMPLES_1);
bool can_use_storage = _render_buffers_can_be_storage();
Size2i size = rb->get_internal_size();
for (uint32_t v = 0; v < p_render_data->scene_data->view_count; v++) {