Add the capability of resizing the transforms buffer for particles to be double its size and alternate where the current output is written to. Only works for particles that use index as their draw order.
Extends mesh instances that required custom vertex buffers to create two alternating buffers that are written to and binds them to use them as the previous vertex buffer when generating motion vectors.
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance
Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders
Instead it should only be used with alpha prepass materials
This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times
This also adds memory tracking to textures and buffers to catch memory leaks.
This also cleans up some memory leaks that the new system caught.
The OpenGL implementation has used GL_FUNC_REVERSE_SUBTRACT for a long time, but the new RenderingDevice abstraction used by the Vulkan renderers had been mistakenly set to BLEND_OP_SUBTRACT instead of BLEND_OP_REVERSE_SUBTRACT.
Fixes#77448
Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
1. `number_width` isn't used later
2. `return_type` is used only once
3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger
4. negative `aa->backward` conditional
5. `current_canvas` == `find_world_2d()->get_canvas()`
6. identical if `render_shadows`
Normally dependencies are only set dirty when changed during culling, but that misses changes that happen in the renderer (like a new shader being set in a material)