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Properly utilize surface information when creating pipelines and vertex arrays in canvas renderer
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@ -2901,22 +2901,12 @@ void RendererCanvasRenderRD::_render_batch(RD::DrawListID p_draw_list, CanvasSha
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RS::PrimitiveType primitive = mesh_storage->mesh_surface_get_primitive(surface);
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ERR_CONTINUE(primitive < 0 || primitive >= RS::PRIMITIVE_MAX);
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uint64_t input_mask = p_shader_data->get_vertex_input_mask(pipeline_key.variant, pipeline_key.ubershader);
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RID vertex_array;
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RD::VertexFormatID vertex_format = RD::INVALID_FORMAT_ID;
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if (mesh_instance.is_valid()) {
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mesh_storage->mesh_instance_surface_get_vertex_arrays_and_format(mesh_instance, j, input_mask, false, vertex_array, vertex_format);
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} else {
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mesh_storage->mesh_surface_get_vertex_arrays_and_format(surface, input_mask, false, vertex_array, vertex_format);
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}
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pipeline_key.variant = primitive == RS::PRIMITIVE_POINTS ? SHADER_VARIANT_ATTRIBUTES_POINTS : SHADER_VARIANT_ATTRIBUTES;
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pipeline_key.render_primitive = _primitive_type_to_render_primitive(primitive);
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pipeline_key.vertex_format_id = vertex_format;
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pipeline_key.vertex_format_id = RD::INVALID_FORMAT_ID;
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pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant);
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pipeline = _get_pipeline_specialization_or_ubershader(p_shader_data, pipeline_key, push_constant, mesh_instance, surface, j, &vertex_array);
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RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
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push_constant.base_instance_index = p_batch->start;
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@ -1147,11 +1147,11 @@ RD::VertexFormatID MeshStorage::_mesh_surface_generate_vertex_format(uint64_t p_
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uint32_t normal_tangent_stride = 0;
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uint32_t attribute_stride = 0;
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uint32_t skin_stride = 0;
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RD::VertexAttribute vd;
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r_position_stride = 0;
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for (int i = 0; i < RS::ARRAY_INDEX; i++) {
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RD::VertexAttribute vd;
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vd.location = i;
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if (!(p_surface_format & (1ULL << i))) {
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