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Merge pull request #70300 from RandomShaper/depth_format

Ensure depth buffer format picked actually supports full intended usage
Rémi Verschelde il y a 2 ans
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commit
1dad415131

+ 1 - 1
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -154,8 +154,8 @@ void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RenderSceneBu
 
 
 		render_buffers->create_texture(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA, format, usage_bits, texture_samples);
 		render_buffers->create_texture(RB_SCOPE_MOBILE, RB_TEX_COLOR_MSAA, format, usage_bits, texture_samples);
 
 
-		format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
 		usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
 		usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+		format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, usage_bits) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
 
 
 		render_buffers->create_texture(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA, format, usage_bits, texture_samples);
 		render_buffers->create_texture(RB_SCOPE_MOBILE, RB_TEX_DEPTH_MSAA, format, usage_bits, texture_samples);
 	}
 	}