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@@ -423,6 +423,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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Size2i target_size = rb->get_target_size();
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bool can_use_effects = target_size.x >= 8 && target_size.y >= 8; // FIXME I think this should check internal size, we do all our post processing at this size...
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+ can_use_effects &= _debug_draw_can_use_effects(debug_draw);
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bool can_use_storage = _render_buffers_can_be_storage();
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bool use_fsr = fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR;
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@@ -699,7 +700,7 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
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// FIXME: Our input it our internal_texture, shouldn't this be using internal_size ??
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// Seeing we don't support FSR in our mobile renderer right now target_size = internal_size...
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Size2i target_size = rb->get_target_size();
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- bool can_use_effects = target_size.x >= 8 && target_size.y >= 8;
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+ bool can_use_effects = target_size.x >= 8 && target_size.y >= 8 && debug_draw == RS::VIEWPORT_DEBUG_DRAW_DISABLED;
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_switch_to_next_pass();
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@@ -764,6 +765,56 @@ void RendererSceneRenderRD::_disable_clear_request(const RenderDataRD *p_render_
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texture_storage->render_target_disable_clear_request(p_render_data->render_buffers->get_render_target());
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}
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+bool RendererSceneRenderRD::_debug_draw_can_use_effects(RS::ViewportDebugDraw p_debug_draw) {
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+ bool can_use_effects = true;
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+ switch (p_debug_draw) {
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+ // No debug draw, use camera effects
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+ case RS::VIEWPORT_DEBUG_DRAW_DISABLED:
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+ can_use_effects = true;
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+ break;
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+ // Modes that completely override rendering to draw debug information should disable camera effects.
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+ case RS::VIEWPORT_DEBUG_DRAW_UNSHADED:
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+ case RS::VIEWPORT_DEBUG_DRAW_OVERDRAW:
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+ case RS::VIEWPORT_DEBUG_DRAW_WIREFRAME:
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+ case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO:
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+ case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS:
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+ case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS:
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+ case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS:
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+ case RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES:
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+ case RS::VIEWPORT_DEBUG_DRAW_INTERNAL_BUFFER:
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+ can_use_effects = false;
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+ break;
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+ // Modes that draws information over part of the viewport needs camera effects because we see partially the normal draw mode.
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+ case RS::VIEWPORT_DEBUG_DRAW_SHADOW_ATLAS:
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+ case RS::VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS:
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+ case RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS:
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+ case RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS:
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+ // Modes that draws a buffer over viewport needs camera effects because if the buffer is not available it will be equivalent to normal draw mode.
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+ case RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER:
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+ case RS::VIEWPORT_DEBUG_DRAW_SSAO:
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+ case RS::VIEWPORT_DEBUG_DRAW_SSIL:
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+ case RS::VIEWPORT_DEBUG_DRAW_SDFGI:
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+ case RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER:
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+ case RS::VIEWPORT_DEBUG_DRAW_OCCLUDERS:
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+ can_use_effects = true;
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+ break;
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+ // Other debug draw modes keep camera effects.
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+ case RS::VIEWPORT_DEBUG_DRAW_LIGHTING:
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+ case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING:
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+ case RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION:
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+ case RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE:
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+ case RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS:
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+ case RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES:
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+ case RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD:
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+ can_use_effects = true;
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+ break;
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+ default:
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+ break;
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+ }
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+
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+ return can_use_effects;
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+}
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+
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void RendererSceneRenderRD::_render_buffers_debug_draw(const RenderDataRD *p_render_data) {
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RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton();
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RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton();
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