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GLES3: Skip batches with zero instance count while rendering canvas #85778

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merged 1 commit into from
Dec 8, 2023

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HolySkyMin
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Fixes #74115
Replaces #85533

This PR fixes unintended batch rendering by skipping batches with zero instance count (instance_count == 0).

Actually this is the 3rd attempt of fixing a bug, and I believe this is the best approach. Maybe I should have been more careful...

@HolySkyMin HolySkyMin requested a review from a team as a code owner December 5, 2023 09:58
@HolySkyMin HolySkyMin changed the title GLES3: Skip batches with zero instance count while rendering GLES3: Skip batches with zero instance count while rendering canvas Dec 5, 2023
@akien-mga akien-mga added this to the 4.3 milestone Dec 5, 2023
@akien-mga akien-mga added cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release labels Dec 5, 2023
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@clayjohn clayjohn left a comment

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Great work tracking down the root cause of the issue! This approach makes perfect sense.

Tested locally and confirmed it works.

There should be a very low risk of regression from this, so should be safe to cherry pick.

@YuriSizov YuriSizov merged commit 36f260b into godotengine:master Dec 8, 2023
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Thanks!

@HolySkyMin HolySkyMin deleted the weird_box_killer_try2 branch December 8, 2023 17:01
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Cherry-picked for 4.2.1.

@YuriSizov YuriSizov removed the cherrypick:4.2 Considered for cherry-picking into a future 4.2.x release label Dec 11, 2023
@YuriSizov YuriSizov removed the cherrypick:4.1 Considered for cherry-picking into a future 4.1.x release label Jan 23, 2024
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Cherry-picked for 4.1.4.

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Draw issue with focus in UI elements (Compatibility renderer)
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