Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Use a src rect for copying from screen with CanvasGroup in the mobile backend #90821

Merged
merged 1 commit into from
Apr 19, 2024

Conversation

clayjohn
Copy link
Member

@clayjohn clayjohn commented Apr 17, 2024

Fixes: #75956, fixes #76104, fixes #85063, fixes #89689, fixes #90793

To fix this I had to extend copy_to_fb_rect to allow for reading from a section of a texture instead of always copying the entire texture.

before
Screenshot from 2024-04-17 15-21-20
after
Screenshot from 2024-04-17 15-20-15

@clayjohn clayjohn added bug topic:rendering topic:2d cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release labels Apr 17, 2024
@clayjohn clayjohn added this to the 4.3 milestone Apr 17, 2024
@clayjohn clayjohn requested a review from a team as a code owner April 17, 2024 22:23
@kleonc
Copy link
Member

kleonc commented Apr 18, 2024

Fixes: #75956

What about #76104, #85063, #89689, #90793 (are they duplicates of #75956)?

@clayjohn
Copy link
Member Author

Fixes: #75956

What about #76104, #85063, #89689, #90793 (are they duplicates of #75956)?

Woah, great work finding all those. Indeed they all have the same root cause as #75956 and are all fixed by this PR :)

@akien-mga akien-mga merged commit 993d15d into godotengine:master Apr 19, 2024
16 checks passed
@akien-mga
Copy link
Member

Thanks!

@NafunaAfrica
Copy link

I dont get the fix? I am experiencing the same issue but not sure what copy_to_fb_rect is

@clayjohn clayjohn deleted the RD-clip-children-rect branch August 9, 2024 20:56
@clayjohn
Copy link
Member Author

clayjohn commented Aug 9, 2024

I dont get the fix? I am experiencing the same issue but not sure what copy_to_fb_rect is

What version of Godot are you using?

@Nicholas3413
Copy link

Please fix this for Godot 4.1.5 next. I had to manually change the code and rebuild custom editor&export template to be able to fix the masking. Cherry pick may cause issue. the Godot 4.1.4 doesnt have the p_normal parameter
here's my change to fix it on 4.1.4:
image
image
image
image

@akien-mga
Copy link
Member

@Nicholas3413 Any reason you need to stay on 4.1 instead of upgrading to 4.3?

We can't maintain all branches forever, and now with both 4.2 and 4.3 to support, the 4.1 branch will soon be EOL. The only changes suitable to include for 4.1.5 if we ever release it are critical bug fixes for platform compatibility.

@Nicholas3413
Copy link

Nicholas3413 commented Sep 3, 2024

@akien-mga, Sorry for late reply, it was because there was a shader visual bug that's not fixed on 4.2 and 4.3 on certain PC driver that's not yet updated, but Godot 4.1.4 doesn't have that issue, only when upgraded to 4.2 and 4.3 we had that issue. so we are forced to stay at 4.1.4. Now i can't test it if the bug still exists on 4.3, because the driver for the device that has bugged shader visual was updated/changed. The Shader Visual Bug is a big deal, because it's part of the game UI and we used it on several area including main area.

I see, but isn't this kind of critical bug? Mobile Renderer build can't have a proper masking.
for now yes, we are using the custom build both export templates (MacOS, Android, iOS) and editor (windows 64).

EDIT:
i can confirm the shader bug still exist on Godot 4.3 stable after uninstalling the driver update. The driver is AMD Ryzen 3 2200G With Radeon Graphics. the compatibility renderer mode shader looks broken. Doesn't broke on Mobile/Forward+ renderer.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment