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Rename RD texture "type" to "texture_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
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@@ -1564,7 +1564,7 @@ void RendererCanvasRenderRD::_update_shadow_atlas() {
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{ //texture
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RD::TextureFormat tf;
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tf.type = RD::TEXTURE_TYPE_2D;
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tf.texture_type = RD::TEXTURE_TYPE_2D;
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tf.width = state.shadow_texture_size;
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tf.height = state.max_lights_per_render * 2;
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tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
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@@ -1575,7 +1575,7 @@ void RendererCanvasRenderRD::_update_shadow_atlas() {
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}
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{
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RD::TextureFormat tf;
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tf.type = RD::TEXTURE_TYPE_2D;
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tf.texture_type = RD::TEXTURE_TYPE_2D;
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tf.width = state.shadow_texture_size;
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tf.height = state.max_lights_per_render * 2;
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tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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@@ -2667,7 +2667,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
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{
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//default shadow texture to keep uniform set happy
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RD::TextureFormat tf;
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tf.type = RD::TEXTURE_TYPE_2D;
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tf.texture_type = RD::TEXTURE_TYPE_2D;
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tf.width = 4;
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tf.height = 4;
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tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
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@@ -2740,7 +2740,7 @@ void RendererCanvasRenderRD::set_shadow_texture_size(int p_size) {
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{
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//create a default shadow texture to keep uniform set happy (and that it gets erased when a new one is created)
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RD::TextureFormat tf;
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tf.type = RD::TEXTURE_TYPE_2D;
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tf.texture_type = RD::TEXTURE_TYPE_2D;
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tf.width = 4;
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tf.height = 4;
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tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
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