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Ensure usage of DATA_FORMAT_R32_SFLOAT for depth resolve on Forward+#113130

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Repiteo merged 1 commit intogodotengine:masterfrom
BastiaanOlij:fix_113022
Nov 25, 2025
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Ensure usage of DATA_FORMAT_R32_SFLOAT for depth resolve on Forward+#113130
Repiteo merged 1 commit intogodotengine:masterfrom
BastiaanOlij:fix_113022

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PR #78598 introduced the ability to resolve the depth buffer during subpasses however this required the use of a depth resolve buffer with the same format as is used for the MSAA version of the depth buffer.

On Forward+ we're not using the extension but handling resolve in shaders. This requires the TEXTURE_USAGE_STORAGE_BIT bit to be set, something not supported on the depth formats that include a stencil buffer.

This PR changes the logic so if Forward+ is used, we use DATA_FORMAT_R32_SFLOAT as before.

Fixed #113022

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tdaven commented Nov 24, 2025

At least for my simple use of MSAA this restores it to working.

@Repiteo Repiteo requested a review from clayjohn November 24, 2025 23:16
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Tested locally with both MRPs linked in #113022, it works as expected in all renderers. Code looks good to me.

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Looks great!

@akien-mga akien-mga moved this from Unassessed to Immediate Blocker in 4.x Release Priorities & Blockers Nov 25, 2025
@akien-mga akien-mga changed the title Ensure usage of DATA_FORMAT_R32_SFLOAT for depth resolve on Forward+ Ensure usage of DATA_FORMAT_R32_SFLOAT for depth resolve on Forward+ Nov 25, 2025
@Repiteo Repiteo merged commit bea52f4 into godotengine:master Nov 25, 2025
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Repiteo commented Nov 25, 2025

Thanks!

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Combining MSAA and DoF Blur in Forward+ does not work

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