Only use backbuffer mipmaps in SCREEN_TEXTURE when generated.
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@ -468,7 +468,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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update_skeletons = false;
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}
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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, r_sdf_used, false, r_render_info);
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info, material_screen_texture_mipmaps_cached);
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item_count = 0;
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if (ci->canvas_group_owner->canvas_group->mode != RS::CANVAS_GROUP_MODE_TRANSPARENT) {
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@ -499,7 +499,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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mesh_storage->update_mesh_instances();
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update_skeletons = false;
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}
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true, r_render_info);
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, true, r_render_info, material_screen_texture_mipmaps_cached);
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item_count = 0;
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if (ci->canvas_group->blur_mipmaps) {
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@ -523,7 +523,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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}
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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, r_sdf_used, false, r_render_info);
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, false, r_render_info, material_screen_texture_mipmaps_cached);
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item_count = 0;
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texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
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@ -553,7 +553,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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mesh_storage->update_mesh_instances();
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update_skeletons = false;
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}
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr, r_render_info);
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_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list, r_sdf_used, canvas_group_owner != nullptr, r_render_info, material_screen_texture_mipmaps_cached);
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//then reset
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item_count = 0;
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}
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@ -573,10 +573,10 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
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state.current_instance_buffer_index = 0;
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}
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void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer, RenderingMethod::RenderInfo *r_render_info) {
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void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer, RenderingMethod::RenderInfo *r_render_info, bool p_backbuffer_has_mipmaps) {
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GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
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canvas_begin(p_to_render_target, p_to_backbuffer);
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canvas_begin(p_to_render_target, p_to_backbuffer, p_backbuffer_has_mipmaps);
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if (p_item_count <= 0) {
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// Nothing to draw, just call canvas_begin() to clear the render target and return.
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@ -2169,7 +2169,7 @@ bool RasterizerCanvasGLES3::free(RID p_rid) {
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void RasterizerCanvasGLES3::update() {
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}
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void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backbuffer) {
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void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backbuffer, bool p_backbuffer_has_mipmaps) {
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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GLES3::Config *config = GLES3::Config::get_singleton();
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@ -2184,6 +2184,7 @@ void RasterizerCanvasGLES3::canvas_begin(RID p_to_render_target, bool p_to_backb
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glBindFramebuffer(GL_FRAMEBUFFER, render_target->fbo);
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glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 4);
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glBindTexture(GL_TEXTURE_2D, render_target->backbuffer);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, p_backbuffer_has_mipmaps ? render_target->mipmap_count - 1 : 0);
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}
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if (render_target->is_transparent || p_to_backbuffer) {
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@ -335,7 +335,7 @@ public:
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typedef void Texture;
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void canvas_begin(RID p_to_render_target, bool p_to_backbuffer);
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void canvas_begin(RID p_to_render_target, bool p_to_backbuffer, bool p_backbuffer_has_mipmaps);
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//virtual void draw_window_margins(int *black_margin, RID *black_image) override;
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void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
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@ -361,7 +361,7 @@ public:
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void _prepare_canvas_texture(RID p_texture, RS::CanvasItemTextureFilter p_base_filter, RS::CanvasItemTextureRepeat p_base_repeat, uint32_t &r_index, Size2 &r_texpixel_size);
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void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used, RenderingMethod::RenderInfo *r_render_info = nullptr) override;
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void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false, RenderingMethod::RenderInfo *r_render_info = nullptr);
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void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, bool &r_sdf_used, bool p_to_backbuffer = false, RenderingMethod::RenderInfo *r_render_info = nullptr, bool p_backbuffer_has_mipmaps = false);
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void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *¤t_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch, bool &r_sdf_used, const Point2 &p_repeat_offset);
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void _render_batch(Light *p_lights, uint32_t p_index, RenderingMethod::RenderInfo *r_render_info = nullptr);
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bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
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