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Merge pull request #60137 from JFonS/fix_default_shadow_tex
Fix Vulkan validation errors on default depth textures
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@@ -2273,7 +2273,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
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texture = shadow_atlas_get_texture(p_render_data->shadow_atlas);
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}
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if (!texture.is_valid()) {
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texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
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texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH);
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}
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u.append_id(texture);
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uniforms.push_back(u);
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@@ -2285,7 +2285,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
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if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
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u.append_id(directional_shadow_get_texture());
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} else {
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u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE));
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u.append_id(texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH));
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}
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uniforms.push_back(u);
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}
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@@ -2342,7 +2342,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
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u.binding = 9;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID dbt = rb ? render_buffers_get_back_depth_texture(p_render_data->render_buffers) : RID();
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RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
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RID texture = (dbt.is_valid()) ? dbt : texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH);
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u.append_id(texture);
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uniforms.push_back(u);
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}
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@@ -2499,7 +2499,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
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RD::Uniform u;
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u.binding = 4;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
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RID texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH);
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u.append_id(texture);
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uniforms.push_back(u);
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}
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@@ -2509,7 +2509,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
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RD::Uniform u;
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u.binding = 5;
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u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
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RID texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_WHITE);
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RID texture = texture_storage->texture_rd_get_default(RendererRD::DEFAULT_RD_TEXTURE_DEPTH);
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u.append_id(texture);
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uniforms.push_back(u);
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}
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