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Merge pull request godotengine#105267 from clayjohn/rd-mobile-pipelines
Pre-allocate more resources when screen textures are detected in the Mobile renderer
2 parents f56a4d4 + 699695e commit 448f159

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servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

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@@ -910,6 +910,14 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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global_pipeline_data_required.use_lightmaps = true;
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}
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if (global_surface_data.screen_texture_used || global_surface_data.depth_texture_used) {
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if (rb_data.is_valid()) {
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// Just called to create the framebuffer since we know we will need it later.
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rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_RENDER_PASS);
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}
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global_pipeline_data_required.use_separate_post_pass = true;
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}
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_update_dirty_geometry_pipelines();
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p_render_data->scene_data->emissive_exposure_normalization = -1.0;

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