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Fix some issues found by cppcheck.
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@@ -684,7 +684,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
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scene_state.ubo.fog_enabled = false;
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if (p_render_data->render_buffers.is_valid()) {
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RenderBufferDataForwardClustered *render_buffers = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
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RenderBufferDataForwardClustered *render_buffers = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers));
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if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
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scene_state.ubo.gi_upscale_for_msaa = true;
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}
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@@ -1242,7 +1242,7 @@ void RenderForwardClustered::_setup_lightmaps(const PagedArray<RID> &p_lightmaps
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void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) {
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RenderBufferDataForwardClustered *render_buffer = nullptr;
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if (p_render_data->render_buffers.is_valid()) {
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render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
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render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers));
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}
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RendererSceneEnvironmentRD *env = get_environment(p_render_data->environment);
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static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 };
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@@ -1944,7 +1944,7 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i
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_update_render_base_uniform_set();
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RenderBufferDataForwardClustered *render_buffer = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers);
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RenderBufferDataForwardClustered *render_buffer = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers));
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ERR_FAIL_COND(!render_buffer);
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PassMode pass_mode = PASS_MODE_SDF;
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@@ -2212,7 +2212,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
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RenderBufferDataForwardClustered *rb = nullptr;
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if (p_render_data && p_render_data->render_buffers.is_valid()) {
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rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_data->render_buffers);
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rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_data->render_buffers));
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}
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//default render buffer and scene state uniform set
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@@ -2586,7 +2586,7 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
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}
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RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) {
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RenderBufferDataForwardClustered *rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers);
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RenderBufferDataForwardClustered *rb = static_cast<RenderBufferDataForwardClustered *>(render_buffers_get_data(p_render_buffers));
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return rb->normal_roughness_buffer;
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}
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@@ -2664,7 +2664,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet
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void *surface_shadow = nullptr;
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if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) {
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flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
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material_shadow = (SceneShaderForwardClustered::MaterialData *)RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D);
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material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D));
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RID shadow_mesh = mesh_storage->mesh_get_shadow_mesh(p_mesh);
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@@ -2725,7 +2725,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material_chain(
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while (material->next_pass.is_valid()) {
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RID next_pass = material->next_pass;
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material = (SceneShaderForwardClustered::MaterialData *)material_storage->material_get_data(next_pass, RendererRD::SHADER_TYPE_3D);
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material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(next_pass, RendererRD::SHADER_TYPE_3D));
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if (!material || !material->shader_data->valid) {
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break;
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}
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@@ -2745,7 +2745,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
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SceneShaderForwardClustered::MaterialData *material = nullptr;
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if (m_src.is_valid()) {
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material = (SceneShaderForwardClustered::MaterialData *)material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D);
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material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D));
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if (!material || !material->shader_data->valid) {
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material = nullptr;
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}
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@@ -2756,7 +2756,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
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material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
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}
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} else {
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material = (SceneShaderForwardClustered::MaterialData *)material_storage->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D);
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material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(scene_shader.default_material, RendererRD::SHADER_TYPE_3D));
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m_src = scene_shader.default_material;
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}
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@@ -2767,7 +2767,7 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw
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if (ginstance->data->material_overlay.is_valid()) {
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m_src = ginstance->data->material_overlay;
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material = (SceneShaderForwardClustered::MaterialData *)material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D);
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material = static_cast<SceneShaderForwardClustered::MaterialData *>(material_storage->material_get_data(m_src, RendererRD::SHADER_TYPE_3D));
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if (material && material->shader_data->valid) {
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if (ginstance->data->dirty_dependencies) {
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material_storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
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@@ -762,7 +762,7 @@ void fragment() {
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material_storage->material_initialize(default_material);
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material_storage->material_set_shader(default_material, default_shader);
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MaterialData *md = (MaterialData *)material_storage->material_get_data(default_material, RendererRD::SHADER_TYPE_3D);
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MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(default_material, RendererRD::SHADER_TYPE_3D));
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default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
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default_shader_sdfgi_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_DEPTH_PASS_WITH_SDF);
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@@ -790,7 +790,7 @@ void fragment() {
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material_storage->material_initialize(overdraw_material);
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material_storage->material_set_shader(overdraw_material, overdraw_material_shader);
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MaterialData *md = (MaterialData *)material_storage->material_get_data(overdraw_material, RendererRD::SHADER_TYPE_3D);
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MaterialData *md = static_cast<MaterialData *>(material_storage->material_get_data(overdraw_material, RendererRD::SHADER_TYPE_3D));
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overdraw_material_shader_ptr = md->shader_data;
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overdraw_material_uniform_set = md->uniform_set;
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}
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