Use fullscreen tri instead of quad

This commit is contained in:
Matias N. Goldberg 2023-08-05 16:30:47 -03:00
parent 16a93563bf
commit 6e7d87fb25
14 changed files with 46 additions and 73 deletions

View file

@ -85,9 +85,8 @@ void VRS::copy_vrs(RID p_source_rd_texture, RID p_dest_framebuffer, bool p_multi
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, vrs_shader.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
// RD::get_singleton()->draw_list_set_push_constant(draw_list, &vrs_shader.push_constant, sizeof(VRSPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_draw(draw_list, false, 1u, 3u);
RD::get_singleton()->draw_list_end();
}