2D: Fix CanvasTexture rendering when updating channels

This commit is contained in:
Stuart Carnie 2025-01-23 06:38:41 +11:00
parent b0655dc86f
commit 663917449b
4 changed files with 55 additions and 0 deletions

View file

@ -2971,8 +2971,23 @@ void RendererCanvasRenderRD::_uniform_set_invalidation_callback(void *p_userdata
static_cast<RendererCanvasRenderRD *>(singleton)->rid_set_to_uniform_set.erase(*key);
}
void RendererCanvasRenderRD::_canvas_texture_invalidation_callback(bool p_deleted, void *p_userdata) {
KeyValue<RID, TightLocalVector<RID>> *kv = static_cast<KeyValue<RID, TightLocalVector<RID>> *>(p_userdata);
RD *rd = RD::get_singleton();
for (RID rid : kv->value) {
// the invalidation callback will take care of clearing rid_set_to_uniform_set cache also
rd->free(rid);
}
kv->value.clear();
if (p_deleted) {
static_cast<RendererCanvasRenderRD *>(singleton)->canvas_texture_to_uniform_set.erase(kv->key);
}
}
void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasShaderData *p_shader_data, RenderingDevice::FramebufferFormatID p_framebuffer_format, Light *p_lights, Batch const *p_batch, RenderingMethod::RenderInfo *r_render_info) {
{
RendererRD::TextureStorage *ts = RendererRD::TextureStorage::get_singleton();
RIDSetKey key(
p_batch->tex_info->state,
state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);
@ -2992,6 +3007,19 @@ void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasSha
const RIDCache::Pair *iter = rid_set_to_uniform_set.insert(key, rid);
uniform_set = &iter->data;
RD::get_singleton()->uniform_set_set_invalidation_callback(rid, RendererCanvasRenderRD::_uniform_set_invalidation_callback, (void *)&iter->key);
// If this is a CanvasTexture, it must be tracked so that any changes to the diffuse, normal
// or specular channels invalidate all associated uniform sets.
if (ts->owns_canvas_texture(p_batch->tex_info->state.texture)) {
KeyValue<RID, TightLocalVector<RID>> *kv = nullptr;
if (HashMap<RID, TightLocalVector<RID>>::Iterator i = canvas_texture_to_uniform_set.find(p_batch->tex_info->state.texture); i == canvas_texture_to_uniform_set.end()) {
kv = &*canvas_texture_to_uniform_set.insert(p_batch->tex_info->state.texture, { *uniform_set });
} else {
i->value.push_back(rid);
kv = &*i;
}
ts->canvas_texture_set_invalidation_callback(p_batch->tex_info->state.texture, RendererCanvasRenderRD::_canvas_texture_invalidation_callback, kv);
}
}
if (state.current_batch_uniform_set != *uniform_set) {