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Ensure filter/repeat is cached by Viewport texture in GL Compatibility renderer #78285

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merged 1 commit into from Jun 16, 2023

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clayjohn
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Fixes: #76006

Since we were setting repeat/filter manually the state wasn't properly tracked in the Texture class. So when we go to update the state at draw time the GL calls weren't getting made.

@clayjohn clayjohn added this to the 4.1 milestone Jun 15, 2023
@clayjohn clayjohn requested a review from a team as a code owner June 15, 2023 20:11
@akien-mga akien-mga merged commit 1710a7d into godotengine:master Jun 16, 2023
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@akien-mga
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Thanks!

@arkology
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arkology commented Jun 22, 2023

This potentially caused regression in my project (it it is the only change in viewport textures between beta 2 and 3? Anyway I can see it only in Compatibility renderer), but ATM I can't reproduce it to create MRP (use in shaders, get just black rectangle, in editor everything fixes after selection corresponding subviewport node). So just leaving a comment here so I don't forget to come back to the problem during the weekend.
UPD: Looks like everything breaks when using filter_ for sampler2D. So this PR definitely the source of regression. Should dig deeper before opening new issue

@clayjohn clayjohn deleted the GLES3-viewport-filter branch June 22, 2023 16:01
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@arkology if you have an MRP, I can take a look.

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Can't filter ViewportTexture in GLES3 renderer
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