godot/drivers/gles3
lawnjelly 7c4cf1c043 Batching - BackBuffer copy fix
For fixing a previous issue state.canvas_texscreen_used was reset to false at the start of each render_joined_item. This was causing a later shader that used SCREEN_TEXTURE to force recapturing the back buffer immediately prior to use, which we don't want.

This PR preserves the state across joined items, and also prevents joining of items that copy the back buffer as this may be problematic.

It turns out that the original issue that needed the line is now fixed, and the later issue is also fixed by removing it.
2020-11-24 14:59:15 +00:00
..
shaders
SCsub
rasterizer_canvas_base_gles3.cpp 2d Legacy - close vulnerabilities and more debug checks 2020-11-22 16:09:02 +00:00
rasterizer_canvas_base_gles3.h
rasterizer_canvas_gles3.cpp Batching - BackBuffer copy fix 2020-11-24 14:59:15 +00:00
rasterizer_canvas_gles3.h
rasterizer_gles3.cpp
rasterizer_gles3.h
rasterizer_scene_gles3.cpp
rasterizer_scene_gles3.h
rasterizer_storage_gles3.cpp Prevent item joining with custom shaders using selected BUILTINs 2020-11-19 15:09:33 +00:00
rasterizer_storage_gles3.h 2d Legacy - close vulnerabilities and more debug checks 2020-11-22 16:09:02 +00:00
shader_compiler_gles3.cpp
shader_compiler_gles3.h
shader_gles3.cpp
shader_gles3.h