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.
This commit is contained in:
TechnoPorg 2021-08-12 20:45:44 -06:00
parent 72cb452937
commit b097e7f510
2 changed files with 7 additions and 5 deletions

View file

@ -812,7 +812,7 @@ class RenderingDeviceVulkan : public RenderingDevice {
// When using split command lists, this is
// implemented internally using secondary command
// buffers. As they can be created in threads,
// each needs it's own command pool.
// each needs its own command pool.
struct SplitDrawListAllocator {
VkCommandPool command_pool = VK_NULL_HANDLE;

View file

@ -1078,7 +1078,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co
}
}
RID material = ci->material;
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
if (material.is_null() && ci->canvas_group != nullptr) {
material = default_canvas_group_material;
@ -1346,8 +1346,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
}
}
if (ci->material.is_valid()) {
MaterialData *md = (MaterialData *)storage->material_get_data(ci->material, RendererStorageRD::SHADER_TYPE_2D);
RID material = ci->material_owner == nullptr ? ci->material : ci->material_owner->material;
if (material.is_valid()) {
MaterialData *md = (MaterialData *)storage->material_get_data(material, RendererStorageRD::SHADER_TYPE_2D);
if (md && md->shader_data->valid) {
if (md->shader_data->uses_screen_texture && canvas_group_owner == nullptr) {
if (!material_screen_texture_found) {
@ -1367,7 +1369,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) {
// uniform set may be gone because a dependency was erased. In this case, it will happen
// if a texture is deleted, so just re-create it.
storage->material_force_update_textures(ci->material, RendererStorageRD::SHADER_TYPE_2D);
storage->material_force_update_textures(material, RendererStorageRD::SHADER_TYPE_2D);
}
}
}