feat: updated engine version to 4.4-rc1
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5459 changed files with 1128836 additions and 198305 deletions
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@ -31,7 +31,6 @@
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#include "ss_effects.h"
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#include "core/config/project_settings.h"
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#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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@ -464,7 +463,8 @@ void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uin
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if (use_mips) {
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// Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared.
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// This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame.
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Vector<RD::Uniform> u_depths;
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thread_local LocalVector<RD::Uniform> u_depths;
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u_depths.clear();
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// Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips.
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// That means we're filling all 5 levels.
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