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Properly utilize surface information when creating pipelines and vertex arrays in canvas renderer

This commit is contained in:
clayjohn
2024-10-03 16:27:14 -07:00
parent 5ccbf6e4c7
commit 65f3df5923
2 changed files with 3 additions and 13 deletions

View File

@@ -2901,22 +2901,12 @@ void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasSha
RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
uint64_t input_mask = p_shader_data->get_vertex_input_mask(pipeline_key.variant, pipeline_key.ubershader);
RID vertex_array;
RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
if (mesh_instance.is_valid()) {
mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, false, vertex_array, vertex_format);
} else {
mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, false, vertex_array, vertex_format);
}
pipeline_key.variant = primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;
pipeline_key.render_primitive = _primitive_type_to_render_primitive(primitive);
pipeline_key.vertex_format_id = vertex_format;
pipeline_key.vertex_format_id = RD::INVALID_FORMAT_ID;
pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant, mesh_instance, surface, j, &vertex_array);
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
push_constant.base_instance_index = p_batch->start;