Ensure usage of DATA_FORMAT_R32_SFLOAT for depth resolve on Forward+#113130
Merged
Repiteo merged 1 commit intogodotengine:masterfrom Nov 25, 2025
Merged
Ensure usage of DATA_FORMAT_R32_SFLOAT for depth resolve on Forward+#113130Repiteo merged 1 commit intogodotengine:masterfrom
DATA_FORMAT_R32_SFLOAT for depth resolve on Forward+#113130Repiteo merged 1 commit intogodotengine:masterfrom
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At least for my simple use of MSAA this restores it to working. |
DATA_FORMAT_R32_SFLOAT for depth resolve on Forward+
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Thanks! |
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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_BITbit 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_SFLOATas before.Fixed #113022