Fix skeleton 2D stale bounding rect
Adds special logic for handling skeleton bounding rect updates. Previously these were never being updated because the canvas item is never set to "rect_dirty".
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c55e8dd516
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@ -483,6 +483,7 @@ public:
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Transform skeleton_bone_get_transform(RID p_skeleton, int p_bone) const { return Transform(); }
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void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) {}
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Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const { return Transform2D(); }
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uint32_t skeleton_get_revision(RID p_skeleton) const { return 0; }
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/* Light API */
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@ -3731,6 +3731,7 @@ void RasterizerStorageGLES2::skeleton_bone_set_transform_2d(RID p_skeleton, int
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if (!skeleton->update_list.in_list()) {
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skeleton_update_list.add(&skeleton->update_list);
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}
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skeleton->revision++;
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}
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Transform2D RasterizerStorageGLES2::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
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@ -3763,6 +3764,12 @@ void RasterizerStorageGLES2::skeleton_set_base_transform_2d(RID p_skeleton, cons
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skeleton->base_transform_2d = p_base_transform;
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}
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uint32_t RasterizerStorageGLES2::skeleton_get_revision(RID p_skeleton) const {
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const Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
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ERR_FAIL_COND_V(!skeleton, 0);
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return skeleton->revision;
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}
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void RasterizerStorageGLES2::update_dirty_blend_shapes() {
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while (blend_shapes_update_list.first()) {
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Mesh *mesh = blend_shapes_update_list.first()->self();
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@ -890,6 +890,7 @@ public:
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bool use_2d;
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int size;
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uint32_t revision;
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// TODO use float textures for storage
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@ -905,6 +906,7 @@ public:
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Skeleton() :
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use_2d(false),
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size(0),
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revision(1),
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tex_id(0),
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update_list(this) {
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}
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@ -924,6 +926,7 @@ public:
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
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virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
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virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
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virtual uint32_t skeleton_get_revision(RID p_skeleton) const;
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void _update_skeleton_transform_buffer(const PoolVector<float> &p_data, size_t p_size);
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@ -5277,6 +5277,8 @@ void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton, int
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if (!skeleton->update_list.in_list()) {
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skeleton_update_list.add(&skeleton->update_list);
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}
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skeleton->revision++;
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}
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Transform2D RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const {
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Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
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@ -5310,6 +5312,12 @@ void RasterizerStorageGLES3::skeleton_set_base_transform_2d(RID p_skeleton, cons
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skeleton->base_transform_2d = p_base_transform;
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}
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uint32_t RasterizerStorageGLES3::skeleton_get_revision(RID p_skeleton) const {
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const Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
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ERR_FAIL_COND_V(!skeleton, 0);
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return skeleton->revision;
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}
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void RasterizerStorageGLES3::update_dirty_skeletons() {
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glActiveTexture(GL_TEXTURE0);
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@ -920,6 +920,7 @@ public:
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struct Skeleton : RID_Data {
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bool use_2d;
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int size;
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uint32_t revision;
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Vector<float> skel_texture;
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GLuint texture;
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SelfList<Skeleton> update_list;
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@ -929,6 +930,7 @@ public:
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Skeleton() :
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use_2d(false),
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size(0),
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revision(1),
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texture(0),
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update_list(this) {
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}
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@ -948,6 +950,7 @@ public:
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform);
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virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const;
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virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform);
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virtual uint32_t skeleton_get_revision(RID p_skeleton) const;
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/* Light API */
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@ -448,6 +448,7 @@ public:
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virtual void skeleton_bone_set_transform_2d(RID p_skeleton, int p_bone, const Transform2D &p_transform) = 0;
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virtual Transform2D skeleton_bone_get_transform_2d(RID p_skeleton, int p_bone) const = 0;
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virtual void skeleton_set_base_transform_2d(RID p_skeleton, const Transform2D &p_base_transform) = 0;
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virtual uint32_t skeleton_get_revision(RID p_skeleton) const = 0;
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/* Light API */
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@ -947,19 +948,24 @@ public:
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};
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Transform2D xform;
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bool clip;
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bool visible;
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bool behind;
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bool update_when_visible;
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//VS::MaterialBlendMode blend_mode;
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int light_mask;
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bool clip : 1;
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bool visible : 1;
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bool behind : 1;
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bool update_when_visible : 1;
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bool distance_field : 1;
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bool light_masked : 1;
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mutable bool custom_rect : 1;
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mutable bool rect_dirty : 1;
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Vector<Command *> commands;
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mutable bool custom_rect;
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mutable bool rect_dirty;
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mutable Rect2 rect;
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RID material;
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RID skeleton;
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//VS::MaterialBlendMode blend_mode;
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int32_t light_mask;
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mutable uint32_t skeleton_revision;
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Item *next;
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struct CopyBackBuffer {
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@ -975,15 +981,29 @@ public:
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Item *final_clip_owner;
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Item *material_owner;
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ViewportRender *vp_render;
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bool distance_field;
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bool light_masked;
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Rect2 global_rect_cache;
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const Rect2 &get_rect() const {
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if (custom_rect || (!rect_dirty && !update_when_visible)) {
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if (custom_rect) {
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return rect;
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}
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if (!rect_dirty && !update_when_visible) {
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if (skeleton == RID()) {
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return rect;
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} else {
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// special case for skeletons
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uint32_t rev = RasterizerStorage::base_singleton->skeleton_get_revision(skeleton);
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if (rev == skeleton_revision) {
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// no change to the skeleton since we last calculated the bounding rect
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return rect;
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} else {
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// We need to recalculate.
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// Mark as done for next time.
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skeleton_revision = rev;
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}
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}
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}
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//must update rect
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int s = commands.size();
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@ -1171,6 +1191,7 @@ public:
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}
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Item() {
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light_mask = 1;
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skeleton_revision = 0;
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vp_render = nullptr;
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next = nullptr;
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final_clip_owner = nullptr;
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