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-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp14
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h9
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp13
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp14
9 files changed, 38 insertions, 50 deletions
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index f94abd66d7..9fda54a34d 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -628,7 +628,7 @@ void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
RD::get_singleton()->draw_list_end();
}
-void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst) {
+void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, bool p_8bit_dst) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -640,8 +640,10 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
copy.push_constant.section[0] = p_region.position.x;
copy.push_constant.section[1] = p_region.position.y;
- copy.push_constant.section[2] = p_region.size.width;
- copy.push_constant.section[3] = p_region.size.height;
+ copy.push_constant.target[0] = p_region.position.x;
+ copy.push_constant.target[1] = p_region.position.y;
+ copy.push_constant.section[2] = p_size.width;
+ copy.push_constant.section[3] = p_size.height;
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -702,7 +704,7 @@ void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_textu
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) {
+void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, 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.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
@@ -746,14 +748,14 @@ void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, con
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_auto_exposure), 1);
}
- copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
+ copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0);
RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_size.width, p_size.height, 1);
RD::get_singleton()->compute_list_end();
}
-void CopyEffects::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, 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) {
+void CopyEffects::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, 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 raster version of the gaussian glow with the clustered renderer.");
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index 83f7a51a36..a0904f0b8e 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -132,8 +132,7 @@ private:
COPY_FLAG_FLIP_Y = (1 << 5),
COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
COPY_FLAG_ALL_SOURCE = (1 << 7),
- COPY_FLAG_HIGH_QUALITY_GLOW = (1 << 8),
- COPY_FLAG_ALPHA_TO_ONE = (1 << 9),
+ COPY_FLAG_ALPHA_TO_ONE = (1 << 8),
};
struct CopyPushConstant {
@@ -331,10 +330,10 @@ public:
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(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, const Size2i &p_size, 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);
+ void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, 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_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 make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 1b5665855f..3d84d47333 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -171,10 +171,6 @@ void RendererSceneRenderRD::environment_glow_set_use_bicubic_upscale(bool p_enab
glow_bicubic_upscale = p_enable;
}
-void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) {
- glow_high_quality = p_enable;
-}
-
void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) {
volumetric_fog_size = p_size;
volumetric_fog_depth = p_depth;
@@ -599,20 +595,20 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
RID source = rb->get_internal_texture(l);
RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
if (can_use_storage) {
- copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
+ copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
} else {
RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
- copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality, true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
+ copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), true, environment_get_glow_hdr_luminance_cap(p_render_data->environment), environment_get_exposure(p_render_data->environment), environment_get_glow_bloom(p_render_data->environment), environment_get_glow_hdr_bleed_threshold(p_render_data->environment), environment_get_glow_hdr_bleed_scale(p_render_data->environment), luminance_texture, auto_exposure_scale);
}
} else {
RID source = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i - 1);
RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
if (can_use_storage) {
- copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality);
+ copy_effects->gaussian_glow(source, dest, vp_size, environment_get_glow_strength(p_render_data->environment));
} else {
RID half = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_HALF_BLUR, 0, i); // we can reuse this for each view
- copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment), glow_high_quality);
+ copy_effects->gaussian_glow_raster(source, half, dest, luminance_multiplier, vp_size, environment_get_glow_strength(p_render_data->environment));
}
}
}
@@ -1401,7 +1397,6 @@ void RendererSceneRenderRD::init() {
screen_space_roughness_limiter_amount = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/amount");
screen_space_roughness_limiter_limit = GLOBAL_GET("rendering/anti_aliasing/screen_space_roughness_limiter/limit");
glow_bicubic_upscale = int(GLOBAL_GET("rendering/environment/glow/upscale_mode")) > 0;
- glow_high_quality = GLOBAL_GET("rendering/environment/glow/use_high_quality");
directional_penumbra_shadow_kernel = memnew_arr(float, 128);
directional_soft_shadow_kernel = memnew_arr(float, 128);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 2312603829..d813d96f77 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -114,7 +114,6 @@ protected:
/* ENVIRONMENT */
bool glow_bicubic_upscale = false;
- bool glow_high_quality = false;
bool use_physical_light_units = false;
@@ -239,7 +238,6 @@ public:
/* ENVIRONMENT API */
virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) override;
- virtual void environment_glow_set_use_high_quality(bool p_enable) override;
virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override;
virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override;
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index 5cc2ed7622..3a82861057 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
@@ -14,8 +14,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
#define FLAG_FLIP_Y (1 << 5)
#define FLAG_FORCE_LUMINANCE (1 << 6)
#define FLAG_COPY_ALL_SOURCE (1 << 7)
-#define FLAG_HIGH_QUALITY_GLOW (1 << 8)
-#define FLAG_ALPHA_TO_ONE (1 << 9)
+#define FLAG_ALPHA_TO_ONE (1 << 8)
layout(push_constant, std430) uniform Params {
ivec4 section;
@@ -93,25 +92,14 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
// First pass copy texture into 16x16 local memory for every 8x8 thread block
- vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
+ vec2 quad_center_uv = clamp(vec2(params.section.xy + gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
-#ifdef MODE_GLOW
- if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
- vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
-
- local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5;
- local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
- local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
- local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
- } else
-#endif
- {
- local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
- local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
- local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
- local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
- }
+ local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
+ local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
+ local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
+ local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
+
#ifdef MODE_GLOW
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
// Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
index 46bb99794d..6137224162 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
@@ -88,6 +88,7 @@ layout(push_constant, std430) uniform Params {
}
params;
+#ifndef MODE_SET_COLOR
#ifdef MULTIVIEW
layout(location = 0) in vec3 uv_interp;
#else
@@ -106,6 +107,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(set = 1, binding = 0) uniform sampler2D source_color2;
#endif /* MODE_TWO_SOURCES */
#endif /* MULTIVIEW */
+#endif /* !SET_COLOR */
layout(location = 0) out vec4 frag_color;
diff --git a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
index b2cf0b146c..631d1968b0 100644
--- a/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/screen_space_reflection.glsl
@@ -223,6 +223,9 @@ void main() {
float grad = (steps_taken + 1.0) / float(params.num_steps);
float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in);
float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade;
+ // This is an ad-hoc term to fade out the SSR as roughness increases. Values used
+ // are meant to match the visual appearance of a ReflectionProbe.
+ float roughness_fade = smoothstep(0.4, 0.7, 1.0 - normal_roughness.w);
final_pos = pos;
vec4 final_color;
@@ -256,7 +259,7 @@ void main() {
#endif // MODE_ROUGH
- final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend);
+ final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend * roughness_fade);
// Schlick term.
float metallic = texelFetch(source_metallic, ssC << 1, 0).w;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index ba31b9c6dd..b30b0c8169 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -134,7 +134,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_RIM_USED)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ // Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior.
+ float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
#endif
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index 15c5687665..543eb0cb72 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -3140,13 +3140,13 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
region.position.y >>= 1;
region.size.x = MAX(1, region.size.x >> 1);
region.size.y = MAX(1, region.size.y >> 1);
+ texture_size.x = MAX(1, texture_size.x >> 1);
+ texture_size.y = MAX(1, texture_size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
- copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ copy_effects->gaussian_blur(prev_texture, mipmap, region, texture_size, 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;
@@ -3179,7 +3179,7 @@ void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const
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);
+ copy_effects->set_color_raster(rt->backbuffer_mipmap0, p_color, region);
}
}
@@ -3213,14 +3213,14 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
region.position.y >>= 1;
region.size.x = MAX(1, region.size.x >> 1);
region.size.y = MAX(1, region.size.y >> 1);
+ texture_size.x = MAX(1, texture_size.x >> 1);
+ texture_size.y = MAX(1, texture_size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
- copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ copy_effects->gaussian_blur(prev_texture, mipmap, region, texture_size, 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;