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Configure MSAA properly in canvas renderer's pipelines.
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@ -1446,6 +1446,9 @@ void RendererCanvasRenderRD::CanvasShaderData::_create_pipeline(PipelineKey p_pi
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blend_state.attachments.push_back(attachment);
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RD::PipelineMultisampleState multisample_state;
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multisample_state.sample_count = RD::get_singleton()->framebuffer_format_get_texture_samples(p_pipeline_key.framebuffer_format_id, 0);
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// Convert the specialization from the key to pipeline specialization constants.
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Vector<RD::PipelineSpecializationConstant> specialization_constants;
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RD::PipelineSpecializationConstant sc;
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@ -1457,7 +1460,7 @@ void RendererCanvasRenderRD::CanvasShaderData::_create_pipeline(PipelineKey p_pi
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RID shader_rid = get_shader(p_pipeline_key.variant, p_pipeline_key.ubershader);
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ERR_FAIL_COND(shader_rid.is_null());
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RID pipeline = RD::get_singleton()->render_pipeline_create(shader_rid, p_pipeline_key.framebuffer_format_id, p_pipeline_key.vertex_format_id, p_pipeline_key.render_primitive, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, dynamic_state_flags, 0, specialization_constants);
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RID pipeline = RD::get_singleton()->render_pipeline_create(shader_rid, p_pipeline_key.framebuffer_format_id, p_pipeline_key.vertex_format_id, p_pipeline_key.render_primitive, RD::PipelineRasterizationState(), multisample_state, RD::PipelineDepthStencilState(), blend_state, dynamic_state_flags, 0, specialization_constants);
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ERR_FAIL_COND(pipeline.is_null());
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pipeline_hash_map.add_compiled_pipeline(p_pipeline_key.hash(), pipeline);
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