Vulkan: Fix CanvasItem::use_parent_material
The "Use Parent Material" option now does something when enabled on a CanvasItem. As before, it's not just limited to a node's direct parent but can move up the tree until it finds a material. Also corrected a typo in rendering_device_vulkan.h that didn't merit its own commit.
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2 changed files with 7 additions and 5 deletions
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@ -812,7 +812,7 @@ class RenderingDeviceVulkan : public RenderingDevice {
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// When using split command lists, this is
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// implemented internally using secondary command
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// buffers. As they can be created in threads,
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// each needs it's own command pool.
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// each needs its own command pool.
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struct SplitDrawListAllocator {
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VkCommandPool command_pool = VK_NULL_HANDLE;
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@ -1078,7 +1078,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
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}
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}
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RID material = ci->material;
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RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
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if (material.is_null() && ci->canvas_group != nullptr) {
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material = default_canvas_group_material;
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@ -1346,8 +1346,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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}
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}
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if (ci->material.is_valid()) {
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MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RendererStorageRD::SHADER_TYPE_2D);
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RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
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if (material.is_valid()) {
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MaterialData *md = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
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if (md && md->shader_data->valid) {
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if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
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if (!material_screen_texture_found) {
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@ -1367,7 +1369,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
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if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
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// uniform set may be gone because a dependency was erased. In this case, it will happen
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// if a texture is deleted, so just re-create it.
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storage->material_force_update_textures(ci->material, RendererStorageRD::SHADER_TYPE_2D);
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storage->material_force_update_textures(material, RendererStorageRD::SHADER_TYPE_2D);
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}
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}
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}
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