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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

2D: Fix clip children and rendering artefacts

Fixes both GLES3 and RendererRD implementations

Closes #102147
This commit is contained in:
Stuart Carnie
2025-01-30 07:08:15 +11:00
parent a013481b09
commit 0a9cd5ede9
2 changed files with 10 additions and 6 deletions

View File

@@ -568,8 +568,6 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
// Clear out state used in 2D pass
reset_canvas();
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
state.current_data_buffer_index = (state.current_data_buffer_index + 1) % state.canvas_instance_data_buffers.size();
state.current_instance_buffer_index = 0;
}
@@ -807,6 +805,8 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
}
glDisable(GL_SCISSOR_TEST);
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
state.last_item_index += index;
}
@@ -1567,7 +1567,9 @@ void RasterizerCanvasGLES3::_add_to_batch(uint32_t &r_index, bool &r_batch_broke
void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken) {
if (state.canvas_instance_batches.size() == 0) {
state.canvas_instance_batches.push_back(Batch());
Batch new_batch;
new_batch.instance_buffer_index = state.current_instance_buffer_index;
state.canvas_instance_batches.push_back(new_batch);
return;
}

View File

@@ -914,8 +914,6 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
}
texture_info_map.clear();
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
state.current_data_buffer_index = (state.current_data_buffer_index + 1) % BATCH_DATA_BUFFER_COUNT;
state.current_instance_buffer_index = 0;
}
@@ -2289,6 +2287,8 @@ void RendererCanvasRenderRD::_render_batch_items(RenderTarget p_to_render_target
RD::get_singleton()->draw_list_end();
state.current_batch_index = 0;
state.canvas_instance_batches.clear();
state.last_instance_index += instance_index;
}
@@ -3200,7 +3200,9 @@ void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasSha
RendererCanvasRenderRD::Batch *RendererCanvasRenderRD::_new_batch(bool &r_batch_broken) {
if (state.canvas_instance_batches.size() == 0) {
state.canvas_instance_batches.push_back(Batch());
Batch new_batch;
new_batch.instance_buffer_index = state.current_instance_buffer_index;
state.canvas_instance_batches.push_back(new_batch);
return state.canvas_instance_batches.ptr();
}