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Fix additional cases of breakage of rendering effects
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@@ -388,6 +388,37 @@ Fog::FogShaderData::~FogShaderData() {
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////////////////////////////////////////////////////////////////////////////////
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// Volumetric Fog
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bool Fog::VolumetricFog::sync_gi_dependent_sets_validity(bool p_ensure_freed) {
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bool null = gi_dependent_sets.copy_uniform_set.is_null();
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bool valid = !null && RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.copy_uniform_set);
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#ifdef DEV_ENABLED
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// It's all-or-nothing, or something else has changed that requires dev attention.
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DEV_ASSERT(null == gi_dependent_sets.process_uniform_set_density.is_null());
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DEV_ASSERT(null == gi_dependent_sets.process_uniform_set.is_null());
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DEV_ASSERT(null == gi_dependent_sets.process_uniform_set2.is_null());
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set_density));
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set));
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DEV_ASSERT(valid == RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set2));
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#endif
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if (valid) {
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if (p_ensure_freed) {
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RD::get_singleton()->free(gi_dependent_sets.copy_uniform_set);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set_density);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set2);
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valid = false;
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}
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}
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if (!valid && !null) {
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gi_dependent_sets = {};
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}
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return valid;
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}
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void Fog::VolumetricFog::init(const Vector3i &fog_size, RID p_sky_shader) {
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width = fog_size.x;
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height = fog_size.y;
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@@ -464,17 +495,7 @@ Fog::VolumetricFog::~VolumetricFog() {
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RD::get_singleton()->free(fog_uniform_set);
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}
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// At this point, due to cascade deletions, the sets may no longer be valid, but still they must work as a group.
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gi_dependent_sets.valid = RD::get_singleton()->uniform_set_is_valid(gi_dependent_sets.process_uniform_set_density);
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#ifdef DEV_ENABLED
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gi_dependent_sets.assert_actual_validity();
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#endif
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if (gi_dependent_sets.valid) {
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RD::get_singleton()->free(gi_dependent_sets.copy_uniform_set);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set_density);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set);
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RD::get_singleton()->free(gi_dependent_sets.process_uniform_set2);
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}
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sync_gi_dependent_sets_validity(true);
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if (sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sdfgi_uniform_set)) {
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RD::get_singleton()->free(sdfgi_uniform_set);
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@@ -717,10 +738,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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RD::get_singleton()->compute_list_end();
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}
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#ifdef DEV_ENABLED
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fog->gi_dependent_sets.assert_actual_validity();
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#endif
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if (!fog->gi_dependent_sets.valid) {
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if (!fog->sync_gi_dependent_sets_validity()) {
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//re create uniform set if needed
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Vector<RD::Uniform> uniforms;
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Vector<RD::Uniform> copy_uniforms;
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@@ -932,8 +950,6 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
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uniforms.remove_at(8);
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uniforms.write[7].set_id(0, aux7);
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fog->gi_dependent_sets.process_uniform_set_density = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0);
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fog->gi_dependent_sets.valid = true;
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}
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bool using_sdfgi = RendererSceneRenderRD::get_singleton()->environment_get_volumetric_fog_gi_inject(p_settings.env) > 0.0001 && RendererSceneRenderRD::get_singleton()->environment_get_sdfgi_enabled(p_settings.env) && (p_settings.sdfgi.is_valid());
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