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Fix XR viewport size overrule and incorrect usage of internal size #56416

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BastiaanOlij
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In XR we override the size of the viewport to what the XR interface requires (often a multiple of the screen resolution of the HMD device), this broke with the changes for FSR. The render target is created at the viewport resolution, not the scaled down resolution for FSR (which is calculated during _configure_3d_render_buffers, and used to create the 3D render buffers).

I've also moved the check for resizing higher in the draw_viewports loop, same fix as I applied in Godot 3, to fix issues around changing settings.

@BastiaanOlij BastiaanOlij added this to the 4.0 milestone Jan 2, 2022
@BastiaanOlij BastiaanOlij requested a review from reduz January 2, 2022 00:24
@BastiaanOlij BastiaanOlij self-assigned this Jan 2, 2022
@BastiaanOlij BastiaanOlij requested a review from a team as a code owner January 2, 2022 00:24
@akien-mga akien-mga merged commit 267bee9 into godotengine:master Jan 11, 2022
@akien-mga
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Thanks!

@BastiaanOlij BastiaanOlij deleted the fix_xr_viewport_size_overrule branch June 23, 2022 06:39
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4 participants