Reorganize canvas shader varyings in RD renderer#112800
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Repiteo merged 1 commit intogodotengine:masterfrom Nov 17, 2025
Merged
Reorganize canvas shader varyings in RD renderer#112800Repiteo merged 1 commit intogodotengine:masterfrom
Repiteo merged 1 commit intogodotengine:masterfrom
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stuartcarnie
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Nov 15, 2025
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Fixes: #112799
Regression from #112481
The simple fix was to increase the value of
actions.base_varying_indexto1 +whatever the highest varying index is in the shader. However, in doing so, I set it to 10, which struck me as way too high. We should not be using up ten varying slots in our internal shader. Some hardware is limited to 16 total, so us reserving 10 for our own use is a bit extreme.I took a look at our current varying usage and was able to clean it up a bit and free up two extra slots. With more extreme optimizations, we could potentially free up 1-2 more as well. But I figured this was enough for now.
In addition to freeing up more varying slots for our users, this PR also may improve performance on some Adreno devices