Add depth resolve to the mobile renderer

This commit is contained in:
clayjohn
2025-07-15 05:37:09 -07:00
parent d5cb0f948e
commit a8efa55bed
8 changed files with 131 additions and 27 deletions

View File

@ -5037,7 +5037,6 @@ RenderForwardClustered::RenderForwardClustered() {
_update_shader_quality_settings();
_update_global_pipeline_data_requirements_from_project();
resolve_effects = memnew(RendererRD::Resolve());
taa = memnew(RendererRD::TAA);
fsr2_effect = memnew(RendererRD::FSR2Effect);
ss_effects = memnew(RendererRD::SSEffects);
@ -5075,11 +5074,6 @@ RenderForwardClustered::~RenderForwardClustered() {
}
#endif
if (resolve_effects != nullptr) {
memdelete(resolve_effects);
resolve_effects = nullptr;
}
RD::get_singleton()->free(shadow_sampler);
RSG::light_storage->directional_shadow_atlas_set_size(0);

View File

@ -37,7 +37,6 @@
#include "servers/rendering/renderer_rd/effects/metal_fx.h"
#endif
#include "servers/rendering/renderer_rd/effects/motion_vectors_store.h"
#include "servers/rendering/renderer_rd/effects/resolve.h"
#include "servers/rendering/renderer_rd/effects/ss_effects.h"
#include "servers/rendering/renderer_rd/effects/taa.h"
#include "servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h"
@ -716,7 +715,6 @@ private:
/* Effects */
RendererRD::Resolve *resolve_effects = nullptr;
RendererRD::TAA *taa = nullptr;
RendererRD::FSR2Effect *fsr2_effect = nullptr;
RendererRD::SSEffects *ss_effects = nullptr;