Add layer slice support to render device and render buffers
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@ -280,7 +280,7 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData
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for (int i = 1; i < mipmaps; i++) {
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RID source = dest;
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dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i);
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Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i);
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Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i);
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if (can_use_storage) {
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copy_effects->make_mipmap(source, dest, msize);
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@ -448,7 +448,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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float luminance_multiplier = _render_buffers_get_luminance_multiplier();
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for (uint32_t l = 0; l < rb->get_view_count(); l++) {
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for (int i = 0; i < (max_glow_level + 1); i++) {
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Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i);
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Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i);
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if (i == 0) {
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RID luminance_texture;
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@ -502,7 +502,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i];
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}
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Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0);
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Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0);
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tonemap.glow_texture_size.x = msize.width;
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tonemap.glow_texture_size.y = msize.height;
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tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
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