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2D: Fix clip children and rendering artefacts
Fixes both GLES3 and RendererRD implementations Closes #102147
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@@ -568,8 +568,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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// Clear out state used in 2D pass
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reset_canvas();
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state.current_batch_index = 0;
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state.canvas_instance_batches.clear();
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state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
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state.current_instance_buffer_index = 0;
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}
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@@ -807,6 +805,8 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
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}
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glDisable(GL_SCISSOR_TEST);
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state.current_batch_index = 0;
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state.canvas_instance_batches.clear();
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state.last_item_index += index;
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}
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@@ -1567,7 +1567,9 @@ void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broke
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void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {
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if (state.canvas_instance_batches.size() == 0) {
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state.canvas_instance_batches.push_back(Batch());
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Batch new_batch;
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new_batch.instance_buffer_index = state.current_instance_buffer_index;
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state.canvas_instance_batches.push_back(new_batch);
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return;
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}
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@@ -914,8 +914,6 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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}
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texture_info_map.clear();
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state.current_batch_index = 0;
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state.canvas_instance_batches.clear();
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state.current_data_buffer_index = (state.current_data_buffer_index + 1) % BATCH_DATA_BUFFER_COUNT;
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state.current_instance_buffer_index = 0;
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}
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@@ -2289,6 +2287,8 @@ void RendererCanvasRenderRD::_render_batch_items(RenderTarget p_to_render_target
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RD::get_singleton()->draw_list_end();
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state.current_batch_index = 0;
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state.canvas_instance_batches.clear();
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state.last_instance_index += instance_index;
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}
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@@ -3200,7 +3200,9 @@ void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasSha
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RendererCanvasRenderRD::Batch *RendererCanvasRenderRD::_new_batch(bool &r_batch_broken) {
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if (state.canvas_instance_batches.size() == 0) {
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state.canvas_instance_batches.push_back(Batch());
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Batch new_batch;
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new_batch.instance_buffer_index = state.current_instance_buffer_index;
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state.canvas_instance_batches.push_back(new_batch);
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return state.canvas_instance_batches.ptr();
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}
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