mirror of https://github.com/godotengine/godot
Skip MSAA2D when OpenXR is used
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@ -3493,12 +3493,16 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
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/* RENDER TARGET API */
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RID TextureStorage::RenderTarget::get_framebuffer() {
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// Note that if we're using an overridden color buffer, we're likely cycling through a texture chain.
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// this is where our framebuffer cache comes in clutch..
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// We can't resolve into our overridden buffer as it won't be marked as a resolve buffer.
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// This is only applicable when OpenXR is used and 2D rendering is skipped.
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if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
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return FramebufferCacheRD::get_singleton()->get_cache_multiview(view_count, color_multisample, overridden.color.is_valid() ? overridden.color : color);
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if (msaa != RS::VIEWPORT_MSAA_DISABLED && overridden.color.is_null()) {
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// Render into our MSAA buffer and resolve into our color buffer.
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return FramebufferCacheRD::get_singleton()->get_cache_multiview(view_count, color_multisample, color);
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} else {
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// Note that if we're using an overridden color buffer, we're likely cycling through a texture chain.
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// this is where our framebuffer cache comes in clutch..
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return FramebufferCacheRD::get_singleton()->get_cache_multiview(view_count, overridden.color.is_valid() ? overridden.color : color);
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}
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}
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