Merge branch 'blender-v4.1-release'
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@@ -762,6 +762,11 @@ class RenderLayerOperation : public NodeOperation {
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const int input_unit = GPU_shader_get_sampler_binding(shader, "input_tx");
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GPU_texture_bind(pass_texture, input_unit);
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/* Depth passes always need to be stored in full precision. */
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if (GPU_texture_has_depth_format(pass_texture)) {
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result.set_precision(ResultPrecision::Full);
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}
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const int2 compositing_region_size = context().get_compositing_region_size();
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result.allocate_texture(Domain(compositing_region_size));
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result.bind_as_image(shader, "output_img");
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