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Screen Artifacting when reading from hint_screen_texture in 3d with Vulkan Mobile Renderer #88786
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I tested the MRP with 4.2.1 and 4.2-Dev4 and couldn't reproduce in either version. Have you tested with 4.2.1 or any of the more recent 4.3-Dev builds? |
I've tested it with 4.3 dev 2 and 3, and saw the same behavior. I've downloaded all the major builds of 4.* and only saw it occur in 4.2.* and greater. The video also shows the MRP running on Godot 4.2. Make sure you're using Vulkan Mobile specifically. It isn't observable on Forward+ or Compatibility. |
Change to the Camera3D node's perspective. This happens on my Steam Deck, and on my Quest 2, so it doesn't seem to be a driver error. |
Could you try the other filter modes, particularly |
It dissapears when I use |
Same on my Samsung S21; |
Something interesting is that mipmaps also cause the same exact issue, at least on my steam deck and on my phone. |
Tested versions
Reproducibility is weird.
In 4.0 all the way to 4.2 dev 1 (4.2 dev 2 untested because it crashed immediately on my pc), the issue can't be reproduced.
In 4.2 Dev 3 and later, the issue gets seen, but it's weird. It's like a config setting gets set because in one of the versions I tested, I swear I could see the issue reproduced in 4.1, but I can't reproduce it in 4.1 again.
System information
Godot v4.3.dev3 - SteamOS holo - X11 - Vulkan (Mobile) - integrated AMD Custom GPU 0405 (RADV VANGOGH) () - AMD Custom APU 0405 (8 Threads)
Issue description
When using the Mobile Renderer, a screen artifact can be observed when using a spatial shader that reads from hint_screen_texture. Moving the camera, it can be assumed that the screen artifact is clipping another part of the screen onto the artifacted part.
bug.mp4
Steps to reproduce
Minimal reproduction project (MRP)
reproduction-project.zip
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