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Fix issue with four subpasses always been requested in mobile renderer #80368

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BastiaanOlij
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Little bit of history, originally we didn't communicate our scaling settings to the render implementation (just wasn't communicated) so we allowed get_color_fbs to silently fail early on if the size of the 3D render buffer differed from our render target.
If it failed we simply fell back to our 3 subpass + 1 normal pass approach.

Then we did a rework of the scaling logic and did pass this information. We can see in _render_scene we are now properly checking (rb->get_scaling_3d_mode() != RS::VIEWPORT_SCALING_3D_MODE_OFF) and we removed the silent fail from get_color_fbs however I omitted to change the logic that always attempted to retrieve the 4 sub-pass framebuffer.

This PR changes that.

Fixes #70093

@BastiaanOlij BastiaanOlij added bug topic:rendering topic:3d cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release labels Aug 7, 2023
@BastiaanOlij BastiaanOlij added this to the 4.2 milestone Aug 7, 2023
@BastiaanOlij BastiaanOlij self-assigned this Aug 7, 2023
@BastiaanOlij BastiaanOlij requested a review from a team as a code owner August 7, 2023 10:35
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cc @Calinou (sorry I forgot looking at this earlier, was an easy fix)

@BastiaanOlij
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Not sure what to make of the CI error

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@clayjohn clayjohn left a comment

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Looks fine once it passes CI

@akien-mga akien-mga merged commit 00de140 into godotengine:master Aug 8, 2023
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Thanks!

@YuriSizov
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Cherry-picked for 4.1.3.

@YuriSizov YuriSizov removed the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Oct 19, 2023
@BastiaanOlij BastiaanOlij deleted the fix_mobile_error_on_scale branch July 10, 2024 09:44
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