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OpenGL: Condition "t->is_render_target" is true. is printed every time LightmapGI is baked with Environment mode set to Scene or Custom Sky #94407

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Tracked by #66458 ...
Calinou opened this issue Jul 15, 2024 · 1 comment

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@Calinou
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Calinou commented Jul 15, 2024

Tested versions

  • Reproducible in: 4.3.beta 92c8e87

System information

Godot v4.3.beta (92c8e87) - Fedora Linux 40 (KDE Plasma) - X11 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4090 (nvidia; 555.58.02) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

Issue description

Every time you bake lightmaps with the Scene or Custom Sky environment node in Compatibility, you get this error:

 drivers/gles3/storage/texture_storage.cpp:717 - Condition "t->is_render_target" is true.

Baking still succeeds and the texture is saved to disk correctly.

This error does not occur when baking using Forward+ or Mobile, or when using another environment mode in LightmapGI.

Steps to reproduce

  • Bake lightmaps with environment mode set to Scene (the default).

Minimal reproduction project (MRP)

test_lightmap_environment.zip

@jsjtxietian
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Looks like the bake function uses is_render_target to avoid the created texture being cached in the editor. And texture_free is not happy about freeing a render target.

// Create a dummy texture so we can use texture_2d_get.
RID tex_rid = GLES3::TextureStorage::get_singleton()->texture_allocate();
GLES3::Texture texture;
texture.width = p_size.width;
texture.height = p_size.height;
texture.alloc_width = p_size.width;
texture.alloc_height = p_size.height;
texture.format = Image::FORMAT_RGBAF;
texture.real_format = Image::FORMAT_RGBAF;
texture.gl_format_cache = GL_RGBA;
texture.gl_type_cache = GL_FLOAT;
texture.type = GLES3::Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
texture.active = true;
texture.tex_id = rad_tex;
texture.is_render_target = true;
GLES3::TextureStorage::get_singleton()->texture_2d_initialize_from_texture(tex_rid, texture);
Ref<Image> img = GLES3::TextureStorage::get_singleton()->texture_2d_get(tex_rid);
GLES3::Utilities::get_singleton()->texture_free_data(rad_tex);
texture.is_render_target = false;
texture.tex_id = 0;
GLES3::TextureStorage::get_singleton()->texture_free(tex_rid);

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