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Fix bad parameter of rendering_method crashes Godot
Print error and default to forward plus
(cherry picked from commit b6bee1c21e
)
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2cbe02ad70
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@ -310,15 +310,16 @@ RendererCompositorRD::RendererCompositorRD() {
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uint64_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
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if (rendering_method == "mobile" || textures_per_stage < 48) {
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scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
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if (rendering_method == "forward_plus") {
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WARN_PRINT_ONCE("Platform supports less than 48 textures per stage which is less than required by the Clustered renderer. Defaulting to Mobile renderer.");
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}
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scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile());
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} else if (rendering_method == "forward_plus") {
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// default to our high end renderer
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scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
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} else {
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ERR_FAIL_MSG("Cannot instantiate RenderingDevice-based renderer with renderer type " + rendering_method);
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// Fall back to our high end renderer.
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ERR_PRINT(vformat("Cannot instantiate RenderingDevice-based renderer with renderer type '%s'. Defaulting to Forward+ renderer.", rendering_method));
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scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered());
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}
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scene->init();
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