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Use MSAA 2D texture in multipass tonemapper #74150

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merged 1 commit into from
Mar 2, 2023

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BastiaanOlij
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When full subpasses are used for all 4 stages in the mobile renderer, we were always outputting to the final resolve buffer even if 2D MSAA was enabled leading to error spam.

Fixes #74082

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@clayjohn clayjohn left a comment

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Looks great!

@akien-mga akien-mga merged commit 31eccb5 into godotengine:master Mar 2, 2023
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Thanks!

@BastiaanOlij BastiaanOlij deleted the fix_mobile_msaa_2d branch March 4, 2023 04:14
@YuriSizov
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Cherry-picked for 4.0.1.

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Mobile: Clear color values supplied (2) differ from the amount required for framebuffer color attachments (1)
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