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2D: Fix CanvasTexture rendering when updating channels
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4 changed files with 55 additions and 0 deletions
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@ -2971,8 +2971,23 @@ void RendererCanvasRenderRD::_uniform_set_invalidation_callback(void *p_userdata
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static_cast<RendererCanvasRenderRD *>(singleton)->rid_set_to_uniform_set.erase(*key);
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}
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void RendererCanvasRenderRD::_canvas_texture_invalidation_callback(bool p_deleted, void *p_userdata) {
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KeyValue<RID, TightLocalVector<RID>> *kv = static_cast<KeyValue<RID, TightLocalVector<RID>> *>(p_userdata);
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RD *rd = RD::get_singleton();
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for (RID rid : kv->value) {
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// the invalidation callback will take care of clearing rid_set_to_uniform_set cache also
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rd->free(rid);
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}
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kv->value.clear();
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if (p_deleted) {
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static_cast<RendererCanvasRenderRD *>(singleton)->canvas_texture_to_uniform_set.erase(kv->key);
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}
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}
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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) {
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{
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RendererRD::TextureStorage *ts = RendererRD::TextureStorage::get_singleton();
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RIDSetKey key(
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p_batch->tex_info->state,
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state.canvas_instance_data_buffers[state.current_data_buffer_index].instance_buffers[p_batch->instance_buffer_index]);
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@ -2992,6 +3007,19 @@ void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasSha
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const RIDCache::Pair *iter = rid_set_to_uniform_set.insert(key, rid);
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uniform_set = &iter->data;
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RD::get_singleton()->uniform_set_set_invalidation_callback(rid, RendererCanvasRenderRD::_uniform_set_invalidation_callback, (void *)&iter->key);
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// If this is a CanvasTexture, it must be tracked so that any changes to the diffuse, normal
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// or specular channels invalidate all associated uniform sets.
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if (ts->owns_canvas_texture(p_batch->tex_info->state.texture)) {
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KeyValue<RID, TightLocalVector<RID>> *kv = nullptr;
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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()) {
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kv = &*canvas_texture_to_uniform_set.insert(p_batch->tex_info->state.texture, { *uniform_set });
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} else {
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i->value.push_back(rid);
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kv = &*i;
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}
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ts->canvas_texture_set_invalidation_callback(p_batch->tex_info->state.texture, RendererCanvasRenderRD::_canvas_texture_invalidation_callback, kv);
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}
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}
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if (state.current_batch_uniform_set != *uniform_set) {
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