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Merge pull request godotengine#88938 from clayjohn/GLES3-skeleton2d
Ensure proper vertex input masks are used in 2D compatibility renderer
2 parents 23191b8 + 2c7dd35 commit f77bc87

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3 files changed

+2
-4
lines changed

3 files changed

+2
-4
lines changed

drivers/gles3/rasterizer_canvas_gles3.cpp

Lines changed: 0 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -629,8 +629,6 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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state.canvas_instance_batches[state.current_batch_index].material_data = material_data;
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if (shader_data_cache) {
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state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = shader_data_cache->vertex_input_mask;
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} else {
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state.canvas_instance_batches[state.current_batch_index].vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV;
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}
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}
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drivers/gles3/rasterizer_canvas_gles3.h

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -269,7 +269,7 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
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RID material;
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GLES3::CanvasMaterialData *material_data = nullptr;
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CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
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uint64_t vertex_input_mask;
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uint64_t vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV;
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const Item::Command *command = nullptr;
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Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.

drivers/gles3/storage/material_storage.cpp

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -2607,7 +2607,7 @@ void CanvasShaderData::set_code(const String &p_code) {
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MaterialStorage::get_singleton()->shaders.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_data);
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ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.canvas_shader.version_is_valid(version));
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vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_COLOR | RS::ARRAY_TEX_UV;
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vertex_input_mask = RS::ARRAY_FORMAT_VERTEX | RS::ARRAY_FORMAT_COLOR | RS::ARRAY_FORMAT_TEX_UV;
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vertex_input_mask |= uses_custom0 << RS::ARRAY_CUSTOM0;
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vertex_input_mask |= uses_custom1 << RS::ARRAY_CUSTOM1;
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