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Android pre-rotation in Vulkan #48049

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szymonm-google
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The implementation of the proposal godotengine/godot-proposals#1515.

@BastiaanOlij
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Sorry for the late reaction on this guys, we should have pushed this forward a long time ago.

My only remark looking at the code is whether this could potentially have unwanted effects in the following two scenarios:

  1. When rendering an intermediate viewport, the changes in renderer_scene_render_cull.cpp could have unwarranted effects if we're rendering anything other than the main viewport
  2. Kinda related, the same goes for XR where we could end up with unexpected results if the device is held sideways

I could be overlooking something or misunderstanding how this works but it looks like we could end up with viewports rotated wrongly just because the main viewport should be rotated.

@szymonm-google
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Thanks for replying, Bas. I think this PR doesn't cover all scenarios. For example, shader instructions such as dFdx, dFdy need to be swapped or negated. Making pre-rotations reliable would require a lot more work.

@akien-mga akien-mga modified the milestones: 4.0, 4.x Jan 19, 2023
@m4gr3d
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m4gr3d commented Jun 2, 2024

This should be superseded by the TheForge's PR - #90284

@m4gr3d m4gr3d closed this Jun 2, 2024
@AThousandShips AThousandShips removed this from the 4.x milestone Jun 2, 2024
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6 participants