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Expose Albedo Render Buffer to Compositor - #1530
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No actionable comments were generated in the recent review. 🎉 ℹ️ Recent review info
WalkthroughCompositor effects can request albedo output. The Forward Clustered renderer adds albedo textures, color-pass attachments, and shader variants for opaque rendering. It resolves multisample albedo after the opaque pass. ChangesCompositor albedo output
Priority: ➖ Normal Estimated code review effort: 3 (Moderate) | ~25 minutes Change: Feature Sequence Diagram(s)sequenceDiagram
participant CompositorEffect
participant RenderingServer
participant ForwardClusteredRenderer
participant RenderBuffers
CompositorEffect->>RenderingServer: Set the needs-albedo flag
RenderingServer->>ForwardClusteredRenderer: Provide the compositor albedo request
ForwardClusteredRenderer->>RenderBuffers: Allocate and attach the albedo texture
ForwardClusteredRenderer->>RenderBuffers: Resolve the albedo texture after the opaque pass when MSAA is enabled
Suggested reviewers: Merge Risk: ⚪ Minimal · up to
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Actionable comments posted: 1
- 🪄 Fix comments: Fix CodeRabbit comments on this PR
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Inline comments:
Review comments at @scene/resources/compositor.cpp:
- Around line 192-197: Update CompositorEffect::set_needs_albedo to check that
RenderingServer::get_singleton() is non-null before calling
compositor_effect_set_flag, matching the null-guard pattern used by sibling
setters.
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⚙️ Run configuration
- Configuration used: Repository: Redot-Engine/redot-engine/.coderabbit.yaml
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- Plan: Advanced
- Run ID:
8a7f9408-b596-4122-8ba7-7284d8814bc5
⛔ Files ignored due to path filters: 1
servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glslis excluded by!**/*.glsl
📒 Files selected for processing: 7
scene/resources/compositor.cppscene/resources/compositor.hservers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cppservers/rendering/renderer_rd/forward_clustered/render_forward_clustered.hservers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cppservers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.hservers/rendering/rendering_server.h
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PR in action:
BufferAccess.mp4
(Courtesy of @TheAenema)
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