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Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected.
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@@ -2812,8 +2812,6 @@ void RendererSceneGIRD::init(RendererStorageRD *p_storage, RendererSceneSkyRD *p
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{
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//kinda complicated to compute the amount of slots, we try to use as many as we can
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voxel_gi_max_lights = 32;
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voxel_gi_lights = memnew_arr(VoxelGILight, voxel_gi_max_lights);
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voxel_gi_lights_uniform = RD::get_singleton()->uniform_buffer_create(voxel_gi_max_lights * sizeof(VoxelGILight));
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voxel_gi_quality = RS::VoxelGIQuality(CLAMP(int(GLOBAL_GET("rendering/global_illumination/voxel_gi/quality")), 0, 1));
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@@ -3009,7 +3007,9 @@ void RendererSceneGIRD::free() {
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sdfgi_shader.integrate.version_free(sdfgi_shader.integrate_shader);
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sdfgi_shader.preprocess.version_free(sdfgi_shader.preprocess_shader);
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memdelete_arr(voxel_gi_lights);
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if (voxel_gi_lights) {
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memdelete_arr(voxel_gi_lights);
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}
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}
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RendererSceneGIRD::SDFGI *RendererSceneGIRD::create_sdfgi(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size) {
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