GL: Set backbuffer texture filter for screen reading shaders#110335
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KeyboardDanni wants to merge 1 commit into
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screentextureblur_modified.zip Here's my hastily modified version of the MRP used to test texture repeat, viewports, and 3D shaders. Use left and right arrow keys to switch between normal and viewport scenes. |
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Thank you for taking the time to look into this KeyboardDanni. I'm hoping your work is merged in soon! |
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Fixes #106787
This PR allows texture filter and repeat hints to work on the screen and depth textures in Compatibility mode. Tested in both 2D and 3D shaders.
The old version of this PR was keeping the screen reading textures in the
GeneratedCode's texture uniform list, but this led to multiple issues (wrong texture bindings, the screen texture slot appearing in the inspector). Now I'm just saving the screen texture filter to an enum stored in theGeneratedCodestruct, which rendering backends are free to use how they wish.Screen texture mipmaps seem to only work in the editor and not at runtime. As far as I'm aware this is an existing bug.
See the MRP for details.