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Implement CanvasGroup and CanvasItem clipping
-Allows merging several 2D objects into a single draw operation -Use current node to clip children nodes -Further fixes to Vulkan barriers -Changed font texture generation to white, fixes dark eges when blurred -Other small misc fixes to backbuffer code.
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@@ -1102,28 +1102,36 @@ RID RasterizerCanvasRD::_create_base_uniform_set(RID p_to_render_target, bool p_
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return uniform_set;
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}
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void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights) {
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void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool p_to_backbuffer) {
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Item *current_clip = nullptr;
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Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
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RID framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
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Vector<Color> clear_colors;
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RID framebuffer;
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RID fb_uniform_set;
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bool clear = false;
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if (storage->render_target_is_clear_requested(p_to_render_target)) {
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clear = true;
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clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
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storage->render_target_disable_clear_request(p_to_render_target);
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}
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Vector<Color> clear_colors;
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if (p_to_backbuffer) {
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framebuffer = storage->render_target_get_rd_backbuffer_framebuffer(p_to_render_target);
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fb_uniform_set = storage->render_target_get_backbuffer_uniform_set(p_to_render_target);
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} else {
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framebuffer = storage->render_target_get_rd_framebuffer(p_to_render_target);
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if (storage->render_target_is_clear_requested(p_to_render_target)) {
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clear = true;
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clear_colors.push_back(storage->render_target_get_clear_request_color(p_to_render_target));
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storage->render_target_disable_clear_request(p_to_render_target);
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}
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#ifndef _MSC_VER
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#warning TODO obtain from framebuffer format eventually when this is implemented
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#endif
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RID fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
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fb_uniform_set = storage->render_target_get_framebuffer_uniform_set(p_to_render_target);
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}
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if (fb_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(fb_uniform_set)) {
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fb_uniform_set = _create_base_uniform_set(p_to_render_target, false);
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fb_uniform_set = _create_base_uniform_set(p_to_render_target, p_to_backbuffer);
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}
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RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
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@@ -1152,10 +1160,16 @@ void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count,
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}
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}
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if (ci->material != prev_material) {
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RID material = ci->material;
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if (material.is_null() && ci->canvas_group != nullptr) {
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material = default_canvas_group_material;
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}
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if (material != prev_material) {
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MaterialData *material_data = nullptr;
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if (ci->material.is_valid()) {
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material_data = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
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if (material.is_valid()) {
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material_data = (MaterialData *)storage->material_get_data(material, RasterizerStorageRD::SHADER_TYPE_2D);
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}
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if (material_data) {
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@@ -1174,7 +1188,7 @@ void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count,
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_render_item(draw_list, ci, fb_format, canvas_transform_inverse, current_clip, p_lights, pipeline_variants);
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prev_material = ci->material;
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prev_material = material;
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}
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RD::get_singleton()->draw_list_end();
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@@ -1306,8 +1320,10 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
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Rect2 back_buffer_rect;
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bool backbuffer_copy = false;
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Item *canvas_group_owner = nullptr;
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while (ci) {
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if (ci->copy_back_buffer) {
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if (ci->copy_back_buffer && canvas_group_owner == nullptr) {
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backbuffer_copy = true;
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if (ci->copy_back_buffer->full) {
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@@ -1320,7 +1336,7 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
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if (ci->material.is_valid()) {
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MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
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if (md && md->shader_data->valid) {
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if (md->shader_data->uses_screen_texture) {
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if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
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if (!material_screen_texture_found) {
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backbuffer_copy = true;
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back_buffer_rect = Rect2();
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@@ -1338,12 +1354,44 @@ void RasterizerCanvasRD::canvas_render_items(RID p_to_render_target, Item *p_ite
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}
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}
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if (ci->canvas_group_owner != nullptr) {
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if (canvas_group_owner == nullptr) {
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//Canvas group begins here, render until before this item
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
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item_count = 0;
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Rect2i group_rect = ci->canvas_group_owner->global_rect_cache;
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if (ci->canvas_group_owner->canvas_group->mode == RS::CANVAS_GROUP_MODE_OPAQUE) {
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storage->render_target_copy_to_back_buffer(p_to_render_target, group_rect, false);
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} else {
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storage->render_target_clear_back_buffer(p_to_render_target, group_rect, Color(0, 0, 0, 0));
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}
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backbuffer_copy = false;
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canvas_group_owner = ci->canvas_group_owner; //continue until owner found
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}
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ci->canvas_group_owner = nullptr; //must be cleared
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}
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if (ci == canvas_group_owner) {
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, true);
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item_count = 0;
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if (ci->canvas_group->blur_mipmaps) {
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storage->render_target_gen_back_buffer_mipmaps(p_to_render_target, ci->global_rect_cache);
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}
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canvas_group_owner = nullptr;
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}
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if (backbuffer_copy) {
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//render anything pending, including clearing if no items
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
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item_count = 0;
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storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect);
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storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
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backbuffer_copy = false;
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material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
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@@ -1672,10 +1720,11 @@ void RasterizerCanvasRD::ShaderData::set_code(const String &p_code) {
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} break;
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case BLEND_MODE_MIX: {
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attachment.enable_blend = true;
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attachment.alpha_blend_op = RD::BLEND_OP_ADD;
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attachment.color_blend_op = RD::BLEND_OP_ADD;
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attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
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attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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attachment.alpha_blend_op = RD::BLEND_OP_ADD;
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attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
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attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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@@ -2013,6 +2062,20 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
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shader.default_version = shader.canvas_shader.version_create();
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shader.default_version_rd_shader = shader.canvas_shader.version_get_shader(shader.default_version, SHADER_VARIANT_QUAD);
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RD::PipelineColorBlendState blend_state;
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RD::PipelineColorBlendState::Attachment blend_attachment;
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blend_attachment.enable_blend = true;
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blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
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blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
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blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
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blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
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blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
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blend_state.attachments.push_back(blend_attachment);
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for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
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for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
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RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
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@@ -2054,7 +2117,7 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
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};
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RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
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shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_blend(), 0);
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shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
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}
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}
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}
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@@ -2260,6 +2323,13 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
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state.time = 0;
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{
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default_canvas_group_shader = storage->shader_create();
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storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n");
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default_canvas_group_material = storage->material_create();
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storage->material_set_shader(default_canvas_group_material, default_canvas_group_shader);
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}
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static_assert(sizeof(PushConstant) == 128);
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}
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@@ -2307,6 +2377,9 @@ void RasterizerCanvasRD::set_shadow_texture_size(int p_size) {
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RasterizerCanvasRD::~RasterizerCanvasRD() {
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//canvas state
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storage->free(default_canvas_group_material);
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storage->free(default_canvas_group_shader);
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{
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if (state.canvas_state_buffer.is_valid()) {
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RD::get_singleton()->free(state.canvas_state_buffer);
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