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Fix OpenGL shadow textures not honoring texture type when reusing textures #96509

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merged 1 commit into from
Sep 8, 2024

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Rudolph-B
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Resolves #92091

When attempting to reuse old shadow textures in the compatibility renderer, it did not check whether the texture being reused matched the type of texture it was supposed to create (Cubemap texture for omnilights and 2D texture for spotlights). This led to the unexpected behavior described in #92091.

The solution I implemented now verifies that the new light instance is of the same type as the previous one.

I used this MRP for testing.

@Rudolph-B Rudolph-B requested a review from a team as a code owner September 3, 2024 05:28
@akien-mga akien-mga changed the title Fixed OpenGL shadow textures not honoring texture type when reusing textures Fix OpenGL shadow textures not honoring texture type when reusing textures Sep 3, 2024
@akien-mga akien-mga added bug topic:rendering cherrypick:4.3 Considered for cherry-picking into a future 4.3.x release labels Sep 3, 2024
@akien-mga akien-mga added this to the 4.4 milestone Sep 3, 2024
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@Calinou Calinou left a comment

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Tested locally (rebased on top of master 05d9854) using the MRP from #92091, it works as expected.

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@clayjohn clayjohn left a comment

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This makes sense to me, so I think we should merge it. But I don't understand why we don't see the same issue in the other renderers because the logic for them is the same.

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Rudolph-B commented Sep 7, 2024

@clayjohn I haven't checked the mobile renderer, but for the Forward+ renderer, it splits omni-lights into its own function called _shadow_atlas_find_omni_shadows() in servers/rendering/renderer_rd/storage_rd/light_storage.cpp. Copying this behavior to the OpenGL renderer to solve the issue seemed a bit excessive and is likely to result in a few more bugs later on.

@akien-mga akien-mga merged commit 584e5bb into godotengine:master Sep 8, 2024
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Thanks!

@Rudolph-B Rudolph-B deleted the Issue-92091 branch September 11, 2024 13:04
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Cherry-picked for 4.3.1.

@akien-mga akien-mga removed the cherrypick:4.3 Considered for cherry-picking into a future 4.3.x release label Sep 16, 2024
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OpenGL: SpotLight3D shadows occasionally use the wrong texture after moving the camera away from them
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