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Preallocate more resources when screen textures are detected in the Mobile renderer

This further reduces stutter when the screen texture suddenly becomes visible
This commit is contained in:
clayjohn 2025-04-10 23:44:39 -07:00
parent 297650a912
commit 699695e5ff
1 changed files with 8 additions and 0 deletions

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@ -910,6 +910,14 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
global_pipeline_data_required.use_lightmaps = true;
}
if (global_surface_data.screen_texture_used || global_surface_data.depth_texture_used) {
if (rb_data.is_valid()) {
// Just called to create the framebuffer since we know we will need it later.
rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_RENDER_PASS);
}
global_pipeline_data_required.use_separate_post_pass = true;
}
_update_dirty_geometry_pipelines();
p_render_data->scene_data->emissive_exposure_normalization = -1.0;