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Merge pull request #76003 from clayjohn/double-particle-offset
Don't store instance transform origin in RD 3D renderer unless requested
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0ec2be1213
@ -721,6 +721,14 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
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if (inst->store_transform_cache) {
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RendererRD::MaterialStorage::store_transform(inst->transform, instance_data.transform);
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RendererRD::MaterialStorage::store_transform(inst->prev_transform, instance_data.prev_transform);
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#ifdef REAL_T_IS_DOUBLE
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// Split the origin into two components, the float approximation and the missing precision
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// In the shader we will combine these back together to restore the lost precision.
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RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.transform[3]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.transform[7]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.transform[11]);
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#endif
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} else {
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RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.transform);
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RendererRD::MaterialStorage::store_transform(Transform3D(), instance_data.prev_transform);
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@ -735,14 +743,6 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i
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instance_data.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
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instance_data.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
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#ifdef REAL_T_IS_DOUBLE
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// Split the origin into two components, the float approximation and the missing precision
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// In the shader we will combine these back together to restore the lost precision.
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RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &instance_data.transform[12], &instance_data.transform[3]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &instance_data.transform[13], &instance_data.transform[7]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &instance_data.transform[14], &instance_data.transform[11]);
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#endif
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bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid();
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if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && inst->mirror == prev_surface->owner->mirror && repeats < RenderElementInfo::MAX_REPEATS) {
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@ -2060,18 +2060,18 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
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if (inst->store_transform_cache) {
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RendererRD::MaterialStorage::store_transform(inst->transform, push_constant.transform);
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#ifdef REAL_T_IS_DOUBLE
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// Split the origin into two components, the float approximation and the missing precision
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// In the shader we will combine these back together to restore the lost precision.
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RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]);
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#endif
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} else {
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RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform);
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}
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#ifdef REAL_T_IS_DOUBLE
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// Split the origin into two components, the float approximation and the missing precision
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// In the shader we will combine these back together to restore the lost precision.
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RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]);
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RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]);
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#endif
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push_constant.flags = inst->flags_cache;
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push_constant.gi_offset = inst->gi_offset_cache;
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push_constant.layer_mask = inst->layer_mask;
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