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Fixes to get Godot running again on Intel IGP
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..) -Cleaned up barrier usage further.
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@@ -403,11 +403,11 @@ void ClusterBuilderRD::bake_cluster() {
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RD::get_singleton()->draw_command_begin_label("Bake Light Cluster");
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//clear cluster buffer
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RD::get_singleton()->buffer_clear(cluster_buffer, 0, cluster_buffer_size, 0);
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RD::get_singleton()->buffer_clear(cluster_buffer, 0, cluster_buffer_size, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
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if (render_element_count > 0) {
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//clear render buffer
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RD::get_singleton()->buffer_clear(cluster_render_buffer, 0, cluster_render_buffer_size, 0);
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RD::get_singleton()->buffer_clear(cluster_render_buffer, 0, cluster_render_buffer_size, RD::BARRIER_MASK_RASTER);
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{ //fill state uniform
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@@ -422,16 +422,15 @@ void ClusterBuilderRD::bake_cluster() {
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state.cluster_depth_offset = (render_element_max / 32);
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state.cluster_data_size = state.cluster_depth_offset + render_element_max;
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RD::get_singleton()->buffer_update(state_uniform, 0, sizeof(StateUniform), &state, 0);
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RD::get_singleton()->buffer_update(state_uniform, 0, sizeof(StateUniform), &state, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
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}
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//update instances
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RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, 0);
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RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE);
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RENDER_TIMESTAMP("Render Elements");
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RD::get_singleton()->barrier(RD::BARRIER_MASK_TRANSFER, RD::BARRIER_MASK_RASTER);
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//render elements
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{
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
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